BOOL DefObjLight::Illuminate(ShadeContext& sc, Point3& normal, Color& color, Point3 &dir, float &dot_nl, float &diffCoef) { dir = Normalize(lightPos-sc.P()); diffCoef = dot_nl = DotProd(normal, dir); color = intensCol; return (dot_nl <= 0.0f) ? 0 : 1; }
void plPassMtl::ShadeWithBackground(ShadeContext &sc, Color background, bool useVtxAlpha /* = true */) { #if 1 // old #if 0 Color lightCol,rescol, diffIllum0; RGBA mval; Point3 N0,P; BOOL bumped = FALSE; int i; if (gbufID) sc.SetGBufferID(gbufID); if (sc.mode == SCMODE_SHADOW) { float opac = 0.0; for (i=0; i < NumSubTexmaps(); i++) { if (SubTexmapOn(i)) { hsMaxLayerBase *hsmLay = (hsMaxLayerBase *)GetSubTexmap(i); opac += hsmLay->GetOpacity(t); } } float f = 1.0f - opac; sc.out.t = Color(f,f,f); return; } N0 = sc.Normal(); P = sc.P(); #endif TimeValue t = sc.CurTime(); Color color(0, 0, 0); float alpha = 0.0; // Evaluate Base layer Texmap *map = fLayersPB->GetTexmap(kPassLayBase); if (map && ( map->ClassID() == LAYER_TEX_CLASS_ID || map->ClassID() == STATIC_ENV_LAYER_CLASS_ID ) ) { plLayerTex *layer = (plLayerTex*)map; AColor evalColor = layer->EvalColor(sc); color = evalColor; alpha = evalColor.a; } // Evaluate Top layer, if it's on if (fLayersPB->GetInt(kPassLayTopOn)) { Texmap *map = fLayersPB->GetTexmap(kPassLayTop); if (map && ( map->ClassID() == LAYER_TEX_CLASS_ID || map->ClassID() == STATIC_ENV_LAYER_CLASS_ID || map->ClassID() == ANGLE_ATTEN_LAYER_CLASS_ID) ) { plPlasmaMAXLayer *layer = (plPlasmaMAXLayer*)map; AColor evalColor = layer->EvalColor(sc); // Blend layers if( !layer->DiscardColor() ) { int blendType = fLayersPB->GetInt(kPassLayBlend); switch (blendType) { case kBlendAdd: color += evalColor * evalColor.a; break; case kBlendAlpha: color = (1.0f - evalColor.a) * color + evalColor.a * evalColor; break; case kBlendMult: color *= evalColor; break; default: // No blend... color = evalColor; break; } } if( !layer->DiscardAlpha() ) { int alphaType = fLayersPB->GetInt(kPassLayOutputBlend); switch( alphaType ) { case kAlphaMultiply: alpha *= evalColor.a; break; case kAlphaAdd: alpha += evalColor.a; break; case kAlphaDiscard: default: break; } } } } #if 1 AColor black; black.Black(); AColor white; white.White(); SIllumParams ip; if (fBasicPB->GetInt(kPassBasEmissive)) { // Emissive objects don't get shaded ip.diffIllum = fBasicPB->GetColor(kPassBasColorAmb, t) * color; ip.diffIllum.ClampMinMax(); ip.specIllum = black; } else { // // Shading setup // // Setup the parameters for the shader ip.amb = fBasicPB->GetColor(kPassBasColorAmb, t); ip.diff = fBasicPB->GetColor(kPassBasColor, t) * color; ip.diffIllum = black; ip.specIllum = black; ip.N = sc.Normal(); ip.V = sc.V(); // // Specularity // if (fBasicPB->GetInt(kPassBasUseSpec, t)) { ip.sh_str = 1.f; ip.spec = fBasicPB->GetColor( kPassBasSpecColor, t ); ip.ph_exp = (float)pow(2.0f,float(fBasicPB->GetInt(kPassBasShine, t)) / 10.0f); ip.shine = float(fBasicPB->GetInt(kPassBasShine, t)) / 100.0f; } else { ip.spec = black; ip.sh_str = 0; ip.ph_exp = 0; ip.shine = 0; } ip.softThresh = 0; // // Do the shading Shader *myShader = GetShader(SHADER_BLINN); myShader->Illum(sc, ip); // Override shader parameters if (fAdvPB->GetInt(kPBAdvNoShade)) { ip.diffIllum = black; ip.specIllum = black; } if (fAdvPB->GetInt(kPBAdvWhite)) { ip.diffIllum = white; ip.specIllum = black; } ip.specIllum.ClampMinMax(); ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum; ip.diffIllum.ClampMinMax(); } // AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac) #endif // Get opacity and combine with alpha float opac = float(fBasicPB->GetInt(kPassBasOpacity, t)) / 100.0f; alpha *= opac; float vtxAlpha = 1.0f; if (useVtxAlpha && GetOutputBlend() == plPassMtlBase::kBlendAlpha) { Point3 p; GetInterpVtxValue(MAP_ALPHA, sc, p); vtxAlpha = p.x; } alpha *= vtxAlpha; // MAX will do the additive/alpha/no blending for us based on what Requirements() // we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c, // we have to multiply our output color by the alpha. // If we ever need a more complicated blending function, you can request the // background color via Requirements() (otherwise it's just black) and then do // the blending yourself; however, if the transparency isn't set, the shadows // will be opaque, so be careful. Color outC = ip.diffIllum + ip.specIllum; sc.out.c = ( outC * alpha ); sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha ); #endif }
RGBA Plate::EvalColor(ShadeContext& sc) { BMM_Color_64 c; IPoint2 s; int id = sc.NodeID(); PlateMap *pmap = FindMap(id); if (gbufID) sc.SetGBufferID(gbufID); if (pmap) { s = sc.ScreenCoord(); int w = pmap->bm->Width(); int h = pmap->bm->Height(); Point3 view = sc.OrigView(); Point3 v2 = sc.V(); Point3 p = sc.P(); Point3 dV,dvf; Point3 N0 = sc.OrigNormal(); Point3 vf = RefractVector(sc, N0, view, sc.GetIOR()); RenderGlobalContext *gc = sc.globContext; if (gc==NULL) return blackrgba; // total deflection due to refraction dV = view-v2; // deflection due to flat refracton (no bumps) dvf = view-vf; dV = refrAmt*(dV-dvf) + thick*dvf; // compute screen deflection: This is really a cheat, and the // scale factor is arbitrary. Infact it depends on the distance // between to the point on the glass plate and to the point being // seen behind it, which we don't know. // these should be multiplied by the factor (Zbehind-Zcur)/Zcur // This assumes that the factor is .1 float dsx,dsy; if (gc->projType==0) { // perspective dsx = dV.x*0.1f*gc->xscale; dsy = dV.y*0.1f*gc->yscale; } else { // parallel projection dsx = -dV.x*gc->xscale*10.0f; dsy = -dV.y*gc->yscale*10.0f; } if (gc->fieldRender) dsy *= 2.0f; int x = s.x - (pmap->org.x+gc->devWidth/2); int y = s.y - (pmap->org.y+gc->devHeight/2); if (applyBlur) { float du = 1.0f/float(w); float dv = 1.0f/float(h); float u = (float(x)+dsx)*du; float v = (float(y)+dsy)*dv; if (u<0.0f||u>1.0f||v<0.0f||v>1.0f) { if (useEnvMap) { return sc.EvalGlobalEnvironMap(view-dvf); } else return blackrgba; } else pmap->bm->GetFiltered(u,v, du*blur, dv*blur,&c); } else { int ix = x + int(dsx); int iy = y + int(dsy); if (ix<0||ix>=w||iy<0||iy>=h) { if (useEnvMap) return sc.EvalGlobalEnvironMap(view-dvf); else return blackrgba; } else pmap->bm->GetLinearPixels(ix,iy,1,&c); } return c; } else return blackrgba; }
float BerconGradient::getGradientValueNormal(ShadeContext& sc) { switch (p_normalType) { case 0: { // View return -DotProd(sc.Normal(), sc.V()); } case 1: { // Local X return (sc.VectorTo(sc.Normal(), REF_OBJECT)).x; } case 2: { // Local Y return (sc.VectorTo(sc.Normal(), REF_OBJECT)).y; } case 3: { // Local Z return (sc.VectorTo(sc.Normal(), REF_OBJECT)).z; } case 4: { // World X return (sc.VectorTo(sc.Normal(), REF_WORLD)).x; } case 5: { // World Y return (sc.VectorTo(sc.Normal(), REF_WORLD)).y; } case 6: { // World Z return (sc.VectorTo(sc.Normal(), REF_WORLD)).z; } case 7: { // Camera X return sc.Normal().x; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).x; } case 8: { // Camera Y return sc.Normal().y; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).y; } case 9: { // Camera Z return sc.Normal().z; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).z; } case 10: { // To Object if (sc.InMtlEditor() || !p_node) return -DotProd(sc.Normal(), sc.V()); return DotProd(sc.Normal(), FNormalize(sc.PointFrom((p_node->GetNodeTM(sc.CurTime())).GetTrans(),REF_WORLD) - sc.P())); } case 11: { // Object Z if (sc.InMtlEditor() || !p_node) return -DotProd(sc.Normal(), sc.V()); return DotProd(sc.Normal(), FNormalize(sc.VectorFrom(p_node->GetNodeTM(sc.CurTime()).GetRow(2),REF_WORLD))); } } return 0.f; }
float BerconGradient::getGradientValueDist(ShadeContext& sc) { switch (p_normalType) { case 0: { // View return -sc.P().z; //Length(sc.OrigView()); //(sc.PointTo(sc.P(), REF_CAMERA)).z; } case 1: { // Local X return (sc.PointTo(sc.P(), REF_OBJECT)).x; } case 2: { // Local Y return (sc.PointTo(sc.P(), REF_OBJECT)).y; } case 3: { // Local Z return (sc.PointTo(sc.P(), REF_OBJECT)).z; } case 4: { // World X return (sc.PointTo(sc.P(), REF_WORLD)).x; } case 5: { // World Y return (sc.PointTo(sc.P(), REF_WORLD)).y; } case 6: { // World Z return (sc.PointTo(sc.P(), REF_WORLD)).z; } case 7: { // Camera X return sc.P().x; //(sc.PointTo(sc.P(), REF_CAMERA)).x; } case 8: { // Camera Y return sc.P().y; //(sc.PointTo(sc.P(), REF_CAMERA)).y; } case 9: { // Camera Z return -sc.P().z; //-(sc.PointTo(sc.P(), REF_CAMERA)).z; } case 10: { // To Object if (sc.InMtlEditor() || !p_node) return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z; return Length((p_node->GetNodeTM(sc.CurTime())).GetTrans() - sc.PointTo(sc.P(), REF_WORLD)); } case 11: { // Object Z if (sc.InMtlEditor() || !p_node) return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z; Matrix3 tm = p_node->GetNodeTM(sc.CurTime()); Point3 a = tm.GetTrans() - sc.PointTo(sc.P(), REF_WORLD); Point3 b = FNormalize(tm.GetRow(2)); return (-DotProd(b, a) / Length(b)); } } return 0.f; }