コード例 #1
0
ファイル: BerconGradient.cpp プロジェクト: GeorgeR/BerconMaps
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;
}
コード例 #2
0
ファイル: BerconGradient.cpp プロジェクト: GeorgeR/BerconMaps
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;
}
コード例 #3
0
ファイル: UVtex.cpp プロジェクト: johnburnett/UVWtoRGB
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);
}
コード例 #4
0
ファイル: celltex.cpp プロジェクト: artemeliy/inf4715
Point3 CellTex::EvalNormalPerturb(ShadeContext& sc)
	{
	Point3 p,dp;
	xyzGen->GetXYZ(sc,p,dp);	
	p += ptOffset;
	Point3 np(0.0f,0.0f,0.0f);
	float dpsq = DotProd(dp,dp);		
	float d = CellFunc(p,dpsq,np,sc.InMtlEditor());

	Texmap* sub0 = (useCellMap && subTex[0])?subTex[0]:NULL; 
	Texmap* sub1 = (useDiv1Map && subTex[1])?subTex[1]:NULL; 
	Texmap* sub2 = (useDiv2Map && subTex[2])?subTex[2]:NULL; 
	if (d<low) {
		if (sub0) 
			np  = sub0->EvalNormalPerturb(sc);
		}
	else 
	if (d>high) {
		if (sub2) 
			np  = sub2->EvalNormalPerturb(sc);
		}
	else {
		Point3 M[3];
		xyzGen->GetBumpDP(sc,M);
		np = Point3( DotProd(np,M[0]),DotProd(np,M[1]),DotProd(np,M[2]));
		if (d<mid) {
			if (sub0||sub1) {
				float a,b;
				Point3 da,db;
				// d((1-k)*a + k*b ) = dk*(b-a) + k*(db-da) + da
				d = (d-low)/(midMinuslow);

				// div1C*u + (1.0f-u)*cellC) ;
				if (sub0) {
					a = sub0->EvalMono(sc);
					da = sub0->EvalNormalPerturb(sc);
					}
				else {
					 a = 1.0f;
					 da = Point3(0.0f,0.0f,0.0f);
					 }
				if (sub1) {
					b = sub1->EvalMono(sc);
					db = sub1->EvalNormalPerturb(sc);
					}
				else {
					 b = 1.0f;
					 db = Point3(0.0f,0.0f,0.0f);
					 }
				np = (b-a)*np + d*(db-da) + da;
				}
			} 
		else {
			if (sub1 || sub2) {
				float a,b;
				Point3 da,db;
				// div2C*u + (1.0f-u)*div1C);
				d = (d-mid)/(highMinusmid);
				if (sub1) {
					a = sub1->EvalMono(sc);
					da = sub1->EvalNormalPerturb(sc);
					}
				else {
					 a = 1.0f;
					 da = Point3(0.0f,0.0f,0.0f);
					 }
				if (sub2) {
					b = sub2->EvalMono(sc);
					db = sub2->EvalNormalPerturb(sc);
					}
				else {
					 b = 1.0f;
					 db = Point3(0.0f,0.0f,0.0f);
					 }
				np = (b-a)*np + d*(db-da)+ da;
				}
			}
		}

//	float d = CellFunc(p,dpsq,np,sc.InMtlEditor());
//	Point3 tmp;
//	float div = type ? -0.1875f : 0.0375f;
//	Point3 DP[3];
//	xyzGen->GetBumpDP(sc,DP);
//	np.x = (CellFunc(p+DP[0],dpsq,tmp,sc.InMtlEditor()) - d)/div;
//	np.y = (CellFunc(p+DP[1],dpsq,tmp,sc.InMtlEditor()) - d)/div;
//	np.z = (CellFunc(p+DP[2],dpsq,tmp,sc.InMtlEditor()) - d)/div;

	if (type) np = np * -0.5f;	
	

	return texout->Filter(sc.VectorFromNoScale(np,REF_OBJECT));
	}