Esempio n. 1
0
void plPassMtl::GetInterpVtxValue(int channel, ShadeContext &sc, Point3 &val)
{
    Mesh *mesh = sc.globContext->GetRenderInstance(sc.NodeID())->mesh;
    if (mesh != nil)
    {
        Face *maxFace = &mesh->faces[ sc.FaceNumber() ];
        UVVert *map = mesh->mapVerts(channel);
        if (map != nil)
        {
            Point3 p0 = map[maxFace->getVert( 0 )];
            Point3 p1 = map[maxFace->getVert( 1 )];
            Point3 p2 = map[maxFace->getVert( 2 )];
            Point3 interp = sc.BarycentricCoords();
            val.x = interp.x * p0.x + interp.y * p1.x + interp.z * p2.x;
            val.y = interp.x * p0.y + interp.y * p1.y + interp.z * p2.y;
            val.z = interp.x * p0.z + interp.y * p1.z + interp.z * p2.z;
            return;
        }
    }

    // No value defined... set default.
    if (channel == MAP_SHADING)
        val.x = val.y = val.z = 0.0f;
    else
        val.x = val.y = val.z = 1.0f;
}
Esempio n. 2
0
AColor UVtex::EvalColor(ShadeContext& sc) {
	if (gbufID) sc.SetGBufferID(gbufID);

#if MAX_RELEASE > 3100
	Point3 uvw;
	if (uvChannel < 0)
	{
		if (sc.InMtlEditor())
		{
			Point2 a, b;
			sc.ScreenUV(a, b);
			uvw = Point3(a.x, a.y, 0.0f);
		} else if (sc.globContext != NULL && sc.NodeID() >= 0)
		{
			RenderInstance* ri = sc.globContext->GetRenderInstance(sc.NodeID());
			Mesh* m = ri->mesh;
			if (m->mapSupport(uvChannel))
			{
				Point3 bc = sc.BarycentricCoords();
				int i = sc.FaceNumber();

				UVVert* v = m->mapVerts(uvChannel);
				TVFace* f = m->mapFaces(uvChannel);

				uvw =	v[f[i].t[0]] * bc.x +
						v[f[i].t[1]] * bc.y +
						v[f[i].t[2]] * bc.z;
			} else {
				uvw = Point3(0.0,0.0,0.0);
			}
		} else {
			uvw = Point3(0.0,0.0,0.0);
		}
	} else {
		uvw = sc.UVW(uvChannel);
	}
#else
	Point3 uvw = sc.UVW(uvChannel);
#endif

	if (clampUVW) {
		uvw.x = Clamp(uvw.x);
		uvw.y = Clamp(uvw.y);
		uvw.z = Clamp(uvw.z);
	} else {
		uvw.x = mod(uvw.x, 1.0000001f);
		uvw.y = mod(uvw.y, 1.0000001f);
		uvw.z = mod(uvw.z, 1.0000001f);
	}

	return EvalUVtex(uvw);
}
Esempio n. 3
0
AColor CrackVisualizer::EvalColor(ShadeContext& sc)
{
	if (gbufID) sc.SetGBufferID(gbufID);

	float dist = pblock->GetFloat( pb_spin, sc.CurTime() )*0.1f;
	float distSquared = dist*dist;
	float minDist = 9999999999999999999.0f;

	// we must be sure that minDist is a value greater than dist
	// ...

	//AColor edgeColor = AColor (1.0f,0.0f,0.0f,1.0f);
	AColor edgeColor = pblock->GetAColor( pb_color, sc.CurTime() );
	edgeColor.a = 1.0f;
	


	int nodeID = sc.NodeID();

	if( !sc.globContext )
		return AColor (0.0f,0.0f,0.0f,0.0f);

	RenderInstance* inst = sc.globContext->GetRenderInstance(nodeID);
	if( (inst==NULL) || (inst->mesh==NULL) || NULL == inst->mesh->faces || inst->mesh->getNumFaces() <= sc.FaceNumber() )
	{
		return AColor (0.0f,0.0f,0.0f,0.0f);
	} 

	// if an entry for the current nodeID doesnt exist 
	if( adjBoundaryEdges.find( nodeID ) == adjBoundaryEdges.end() )
		// build the table
		findAdjBoundaryEdges( nodeID, inst );

	int faceIndex = sc.FaceNumber();
	Face& f = inst->mesh->faces[faceIndex];

	// compute Position of p
	Point3 bary = sc.BarycentricCoords();
	Point3 p = bary[0]*inst->mesh->getVert(f.getVert(0)) + bary[1]*inst->mesh->getVert(f.getVert(1)) + bary[2]*inst->mesh->getVert(f.getVert(2));


	// p is not close to any boundary edge
	// check if p close to any vertex which neighbours a boundaryedge from another triangle
	for( int i=0; i<3; ++i )
	{
		// if wireframe
		if(0)
		{
			DWORD edgeIdx = f.GetEdgeIndex( f.getVert(i), f.getVert((i+1)%3) );

			// get vertex positions
			Point3 v0 = inst->mesh->getVert(f.getVert(i));
			Point3 v1 = inst->mesh->getVert(f.getVert(i+1)%3);

			// compute distance p <-> edge v0, v1
			//float edgeDistance = distancePointLine( p, v0, v1 );
			float edgeDistance = Dist3DPtToLine( &p, &v0, &v1 );
			edgeDistance = edgeDistance*edgeDistance;

			// if distance of p is closer then 1/10 of the distance of v2 to that edge
			if( edgeDistance < minDist )
				minDist = edgeDistance;
		}

		// if there is any incident boundary edge to the current vertex, than we know that it is a
		// boundary vertex
		if( !adjBoundaryEdges[nodeID][f.getVert(i)].empty() )
		{
			// current vertex is a boundary vertex
			// comute distance of p to that vertex
			float vertexDistance = (inst->mesh->getVert( f.getVert(i) ) - p).LengthSquared();

			if( vertexDistance < minDist )
				minDist = vertexDistance;

			// check all boundary edges which are adjacent to the vertex and may
			// come from other faces
			for( int j = 0; j<adjBoundaryEdges[nodeID][f.getVert(i)].size(); ++j  )
			{
				// compute distance to that edge
				Point3 v0 = inst->mesh->getVert( adjBoundaryEdges[nodeID][f.getVert(i)][j].first );
				Point3 v1 = inst->mesh->getVert( adjBoundaryEdges[nodeID][f.getVert(i)][j].second );

				// compute dotproduct
				Point3 vec = p - v0;
				Point3 direction = Normalize( v1 - v0 );
				float maxLength = Length( v1 - v0 );

				float dp = DotProd( vec, direction  );

				if( (dp<0.0f)||(dp>maxLength) )
					continue;

				float edgeDistance = LengthSquared( vec - dp*direction );

				if( edgeDistance < minDist )
					minDist = edgeDistance;
			}
		}
	}

	if( minDist < distSquared )
		return edgeColor;


	return AColor (0.0f,0.0f,0.0f,0.0f);}