JurassicParkTrespasser/jp2_pc/Source/Lib/Renderer/Material.hpp

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/***********************************************************************************************
*
* Copyright <EFBFBD> DreamWorks Interactive. 1996
*
* Contents:
* TLightVal, TReflectVal
* TAngleWidth
* CMaterial
*
* Bugs:
*
* To do:
* Change lighting model to incorporate optional coloured lights.
* Separate specular lighting from diffuse in TReflectVal. Combine it in rasteriser.
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Material.hpp $
*
* 34 98/09/28 2:46 Speter
* Increased limit on annoying assert. Values over 1 don't really hurt, as the clut code is
* tolerant.
*
* 33 98.08.13 4:26p Mmouni
* Changes for VC++ 5.0sp3 compatibility.
*
* 32 98/07/22 14:44 Speter
* Now contains functions for performing all reflection calculations, independent of clut.
* Slightly fixed diffuse/specular combining functions.
*
* 31 98.06.30 9:27p Mmouni
* Added 'operator=='.
*
* 30 98/02/26 13:58 Speter
* Moved TClutVal here from Clut.hpp.
*
* 29 2/23/98 5:11p Agrant
* Fix the Material instancing bug!
*
* 28 97/12/11 16:39 Speter
* Now allow rvDiffuse to exceed rvMAX_COLOURED.
*
* 27 10/24/97 7:31p Agrant
* Material instancing
*
* 26 97/10/12 21:43 Speter
* Added lighting functions fDiffuse(), fSpecular(), fReflected(). Changed rvMAX_COLOURED to
* 1.0, rvMAX_WHITE to 2.0; works better with cluts.
*
* 25 97/09/16 15:38 Speter
* Moved TAngleWidth constants here from RenderDefs.hpp.
*
* 24 97/09/04 18:45 Speter
* Changed Assert in fCombine to a Fuzzy Assert.
*
* 23 97/06/23 19:26 Speter
* Moved const material initialisation to .cpp files.
*
* 22 5/26/97 1:37p Agrant
* LINT mysterious increase in pointer capability errors.
* Don't understand them, but since we're just declaring some constants
* it seems safe enough.
*
* 21 97-04-23 14:41 Speter
* Changed rvCombine to max values rather than using fCombine (works better with specular).
*
* 20 97/02/19 10:34 Speter
* Moved matWATER here.
*
* 19 97/02/13 18:16 Speter
* Added fAngleFromAngleWidth function.
*
* 18 97/02/13 14:02 Speter
* Now contains just the info needed for materials. Moved TLightVal and TReflectVal here from
* RenderDefs.hpp, removed RenderDefs.hpp include.
* Added TAngleWidth as new specifier of all angular extents, including specular sharpness.
* Placed in CMaterial def. Removed fFalloff function.
*
* 17 97/01/26 19:44 Speter
* Changed name of matPLASTIC to matSHINY (more general).
*
* 16 96/12/17 15:47 Speter
* Removed all gamma code and comments from lighting code.
*
* 15 96/11/25 13:26 Speter
* Changed fFalloff function to handle f_factor < 0. Removed fSpecularFalloff function.
* Moved matWATER to Water.cpp.
*
* 14 96/11/21 18:56 Speter
* Added many comments re lighting model.
*
* 13 96/11/14 17:53 Speter
* Added fields for refractive behaviour, and matWATER material.
*
* 12 96/10/04 17:52 Speter
* Moved TLightVal, TReflectVal, and SPrimaryReflectData into new RenderDefs.hpp file.
*
* 11 96/09/27 11:32 Speter
* Oops. Changed <float> in geometry types to <>.
* Added some comments.
*
* 10 96/09/23 17:01 Speter
* Added experimental bReflective field.
*
* 9 96/09/18 19:40 Speter
* Removed b2Sided field from Material. We are no longer using 2-sided polygons, and it didn't
* belong in the material anyway.
* Added some comments.
*
* 8 96/09/13 14:41 Speter
* Changed SPrimaryLightData to SPrimaryReflectData; changed members accordingly.
*
* 7 96/09/12 16:20 Speter
* Added new type TReflectData, differentiated from TLightData.
* Added SPrimaryLightData structure for bump mapping.
*
* 6 96/09/10 18:21 Speter
* Added SDirLightData struct, for bump mapping.
*
* 5 96/09/09 18:24 Speter
* Replaced lvDiffuseLight and lvSpecularLight functions with fSpecularReflection.
*
* 4 96/08/07 20:41 Speter
* Fixed and improved interaction between CMaterial and CLight. Now CLight does gamma
* correction and component combining only on a final sum light value.
*
* 3 96/08/02 11:58 Speter
* Added Assert and comment.
*
* 2 96/07/24 14:58 Speter
* Moved code to new Material.cpp file.
* Added static members bGammaCorrect and fInvMonitorGamma, for dynamic testing.
*
*
* 1 96/07/22 15:28 Speter
* New file, contains stuff moved from Light.hpp
*
*
**********************************************************************************************/
#ifndef HEADER_LIB_RENDERER_MATERIAL_HPP
#define HEADER_LIB_RENDERER_MATERIAL_HPP
//**********************************************************************************************
//
typedef float TLightVal;
//
// Prefix: lv
//
// A monochromatic light intensity value, with range [0,1].
// Used to specify strength of a source light, or amount of light incident on a surface.
// See TReflectVal below.
//
//**************************
//**********************************************************************************************
//
typedef float TReflectVal;
//
// Prefix: rv
//
// A light reflectance value, with range [0,1].
// Used to specify a material reflectance ratio, or a reflected light value.
// The general relationship is that a light's TLightVal is multiplied by a material's TReflectVal
// to yield a TReflectVal. See comments below.
//
//**************************
#define rvMAX_COLOURED 1.0
#define rvMAX_WHITE 2.0
//
// Lighting colour model.
//
// In reality, an object's "colour" depends on the manner in which light is reflected from it.
// Diffuse reflection might yield one colour, and specular reflection another.
//
// We use a simpler model that still allows a wide variety of reflectance characteristics: an
// object has a single "colour", indicated by its underlying texture. The reflected light
// colour is determined by the texture colour, and a single scalar light reflectance value.
// If the light reflectance is between 0 and rvMAX_COLOURED, the reflected colour ranges
// between black and the object's texture colour. Between rvMAX_COLOURED and rvMAX_WHITE,
// the reflected colour ranges between the object's texture colour and white.
//
// Typically, the object's texture is painted to show maximum diffuse lighting, and the object's
// diffuse reflectance is rvMAX_COLOURED. An object's specular reflectance, if any, can be either
// the same colour as its diffuse colour (e.g. metal), in which case it ranges up to rvMAX_COLOURED,
// or it can be white (e.g. plastic), in which case it ranges up to rvMAX_WHITE.
//
// The object's diffuse and specular reflectance values are combined into a single number by a
// simple max function. This yields reasonable results, given that white specular reflection
// can be implemented only at the upper end of the colour ramp..
//
//******************************************************************************************
//
inline float fCombine
(
float f_a, float f_b, // Two values between 0 and f_max.
float f_max = 1.0 // The maximum range of the two.
)
//
// Returns:
// A combined value between 0 and f_max.
//
// Notes:
// This function is similar to addition, but ensures that the result remains between
// 0 and f_max. It uses the formula:
//
// result = a + b - a*b/f_max
//
// This function is used for combining lighting values, allowing an arbitrary number
// of lights to be specified in a scene without worrying about overflow. The clamping
// via this method is "softer" than simple clamping.
//
//**********************************
{
Assert(Fuzzy(f_a, .001f).bWithin(0, f_max));
Assert(Fuzzy(f_b, .001f).bWithin(0, f_max));
return f_a + f_b - f_a * f_b / f_max;
}
//******************************************************************************************
//
inline TReflectVal rvCombine
(
TReflectVal rv_colour,
TReflectVal rv_hilite
)
//
// Returns:
// A TReflectVal combining the two values.
//
//**************************************
{
return Max(rv_colour, rv_hilite);
}
//*********************************************************************************************
//
typedef float TClutVal;
//
// Prefix: cv
//
// Denotes a floating-point value providing index into clut.
//
//**************************************
//**********************************************************************************************
//
typedef float TAngleWidth;
//
// Prefix: angw
//
// Represents an angular extent in a number of contexts: the physical radius of a light in the sky,
// the radius of a point directional light's angular dispersion, and the radius of specular
// reflection. Note that the *radius* of all these widths is specified, not the diameter.
//
// Stored as the cosine of the angle, because that allows efficient comparisons with normal
// dot products.
//
//**************************************
//**********************************************************************************************
//
// TAngleWidth functions.
//
//**********************************************************************************************
//
TAngleWidth angwFromAngle
(
float f_angle // The angular width to convert.
);
//
// Returns:
// The corresponding TAngleWidth.
//
//**********************************
//**********************************************************************************************
//
TAngleWidth angwFromSin
(
float f_sin // The sin of the angle to convert.
);
//
// Returns:
// The corresponding TAngleWidth.
//
// Notes:
// Useful for creating a TAngleWidth for the angular size of an object.
// The ratio of the object's size to its distance is f_sin.
//
//**********************************
//**********************************************************************************************
//
TAngleWidth angwFromPower
(
float f_power // The Phong specular power to convert.
);
//
// Returns:
// The corresponding TAngleWidth.
//
//**********************************
//******************************************************************************************
//
inline float fAngularStrength
(
float f_cos, // The cosine of the angle with specular.
TAngleWidth angw_inner, // The inner (full-strength) cone angle.
TAngleWidth angw_outer // The outer (zero-strength) cone angle.
)
//
// Returns:
// The relative lighting strength for the given cosine, linearly interpolated between
// the two angle widths.
//
//**********************************
{
Assert(bWithin(angw_inner, 0, 1));
Assert(bWithin(angw_outer, 0, angw_inner));
if (f_cos >= angw_inner)
// It's within the full-strength cone.
return 1;
else if (f_cos < angw_outer)
// It's outside the zero-strength cone.
return 0;
else
// Linearly interpolate.
return (f_cos - angw_outer) / (angw_inner - angw_outer);
}
//**********************************************************************************************
//
float fAngleFromAngleWidth
(
TAngleWidth angw // An angle width to convert.
);
//
// Returns:
// The corresponding angle, in radians.
//
//**********************************
//**********************************************************************************************
//
// TAngleWidth constants.
//
const TAngleWidth angwZERO = 1; // Angle is 0, so cosine is 1.
extern const TAngleWidth angwDEFAULT_SIZE; // The default light size.
//**********************************************************************************************
//
class CMaterial
//
// Prefix: mat
//
// Describes the lighting properties of an object.
//
//**************************************
{
public:
TReflectVal rvDiffuse; // Intensity of diffuse (and ambient) reflections.
TReflectVal rvSpecular; // Intensity of specular reflections.
TAngleWidth angwSpecular; // Angle width defining sharpness of specular reflections.
// These need to be bigger so that all of the bits are used. Otherwise, memcmp will reveal differences in the hidden
// bits. Since the rest of the fields are DWORD aligned anyway, we don't lose anything.
int bReflective: 16, // Material reflects the environment.
bRefractive: 16; // Material refracts (and reflects).
float fRefractiveIndex; // Index of refraction of the material.
TReflectVal rvEmissive; // Intensity of self-luminous light.
public:
CMaterial
(
TReflectVal rv_diffuse = rvMAX_COLOURED,
TReflectVal rv_specular = 0,
TAngleWidth angw_specular = angwZERO,
bool b_reflective = false,
bool b_refractive = false,
float f_refract_index = 1.0,
TReflectVal rv_emissive = 0
)
{
rvDiffuse = rv_diffuse;
rvSpecular = rv_specular;
angwSpecular = angw_specular;
bReflective = b_reflective;
bRefractive = b_refractive;
fRefractiveIndex= f_refract_index;
rvEmissive = rv_emissive;
Assert(bWithin(rv_diffuse, 0, rvMAX_WHITE));
Assert(bWithin(rv_specular, 0, rvMAX_WHITE));
Assert(bWithin(rv_emissive, 0, rvMAX_WHITE));
Assert(bWithin(angw_specular, 0, 1));
Assert(f_refract_index >= 1.0);
}
static const CMaterial* pmatFindShared
(
TReflectVal rv_diffuse = rvMAX_COLOURED,
TReflectVal rv_specular = 0,
TAngleWidth angw_specular = angwZERO,
bool b_reflective = false,
bool b_refractive = false,
float f_refract_index = 1.0,
TReflectVal rv_emissive = 0
);
static const CMaterial* pmatFindShared
(
const CMaterial *pmat
);
bool operator<(const CMaterial& mat) const;
bool operator==(const CMaterial& mat) const;
//**********************************************************************************************
//
float fDiffuse
(
float f_cosine_in // The cosine of the angle between the surface and
// the incident light.
) const
//
// Returns:
// The proportion of light diffusely reflected at this angle.
//
//**********************************
{
return f_cosine_in;
}
//**********************************************************************************************
//
float fSpecular
(
float f_cosine_in, // The cosine of the angle between the surface and
// the maximum specular highlight direction.
TAngleWidth angw_light_size // Angular size of the light.
) const
//
// Returns:
// The proportion of light specularly reflected at this angle.
//
// Applies only to materials that have rvSpecular > 0.
//
//**********************************
{
if (rvSpecular <= rvDiffuse)
return 0.0;
//
// The outer angle is the sum of the light_size and specular angles.
// Approximate the cosine of the angle sums by multiplying the cosines.
//
TAngleWidth angw_inner = angwSpecular * angw_light_size;
return fAngularStrength(f_cosine_in, angw_light_size, angw_inner);
}
//**********************************************************************************************
//
float fReflected
(
float f_cosine_in // The cosine of the angle between the surface and
// the viewer.
) const;
//
// Returns:
// The proportion of light reflected at this angle.
//
// Applies only to materials that are bRefractive.
//
//**********************************
//**********************************************************************************************
//
TReflectVal rvCombined
(
TLightVal lv_diffuse, // Incident lighting producing diffuse reflection.
TLightVal lv_specular // Incident lighting producing specular reflection.
) const
//
// Returns:
// The total reflection value on this material for the given lighting.
//
//**********************************
{
Assert(bWithin(lv_diffuse, 0.0, 1.001));
Assert(bWithin(lv_specular, 0.0, 1.001));
// Specular intensity used to fade from diffuse reflectance up to
// maximum specular reflectance.
return lv_diffuse * rvDiffuse * (1.0 - lv_specular) +
rvSpecular * lv_specular;
}
//*****************************************************************************************
//
TReflectVal rvSingle
(
TLightVal lv // Incident light value from composite light.
) const;
//
// Returns:
// The total reflection value on this material for the given combined lighting.
//
//**********************************
};
//**********************************************************************************************
//
// CMaterial constants.
//
// Default material is same as matte material: no specular highlights.
extern const CMaterial matDEFAULT;
extern const CMaterial matMATTE;
// Material with sharp white highlights.
extern const CMaterial matSHINY;
// Metal has dull highlights of material colour, and very little diffuse reflection.
extern const CMaterial matMETAL;
// Water has max diffuse reflection (because that is used to simulate transmission),
// maximum sharpness, and a refractive index.
extern const CMaterial matWATER;
// Mirrored surface has no diffuse reflection, sharp specular, and is reflective.
extern const CMaterial matMIRROR;
#endif