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path: root/vrayPlug/plugin/shaveVrayShadeInstance.h
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#ifndef _HAIR_VR_SHADE_INSTANCE_H_
#define _HAIR_VR_SHADE_INSTANCE_H_

// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962

#include <vrayinterface.h> 
#include <geometryclasses.h>
#include "vray3_compat.h"
#include "shaveVrayVoxelPrim.h"

//class shaveVrayVoxelPrim;

class shaveVrayShadeInstance: public VR::VRayShadeInstance, VR::ObjectShadeInstance {

	shaveVrayVoxelPrim *hairPrim;
public:
	shaveVrayShadeInstance(shaveVrayVoxelPrim *p):hairPrim(p){}

	PluginInterface* newInterface(InterfaceID id) VRAY_OVERRIDE {
		if (id == EXT_OBJECT_SHADE_INSTANCE) return static_cast<VR::ObjectShadeInstance*>(this);
		return NULL;
	}
	PluginBase* getPlugin(void) VRAY_OVERRIDE {return this;}

	// From ObjectShadeInstance
	VR::ShadeVec getBasePtObj(const VR::VRayContext &rc) VRAY_OVERRIDE {return rc.rayresult.wpoint;}
	VR::ShadeVec worldToObjectVec(const VR::VRayContext &rc, const VR::ShadeVec &vec) VRAY_OVERRIDE {
		(void)rc; (void)vec;
		return /*(rc.rayparams.currentPass != RPASS_GI && rc.rayparams.currentPass != RPASS_LIGHTMAP) ? vec :*/ VR::ShadeVec(1.0f,0.0f,0.0f);}
	VR::ShadeVec worldToObjectPt(const VR::VRayContext &rc, const VR::ShadeVec &pt) VRAY_OVERRIDE {
		(void)rc; (void)pt;
		return /*(rc.rayparams.currentPass != RPASS_GI && rc.rayparams.currentPass != RPASS_LIGHTMAP) ? pt :*/ VR::ShadeVec(0.0f,0.0f,0.0f);}
	VR::ShadeVec objectToWorldVec(const VR::VRayContext &rc, const VR::ShadeVec &vec) VRAY_OVERRIDE {
		(void)rc; (void)vec;
		return /*(rc.rayparams.currentPass != RPASS_GI && rc.rayparams.currentPass != RPASS_LIGHTMAP) ? vec :*/ VR::ShadeVec(1.0f,0.0f,0.0f);}
	VR::ShadeVec objectToWorldPt(const VR::VRayContext &rc, const VR::ShadeVec &pt) VRAY_OVERRIDE {
		(void)rc; (void)pt;
		return /*(rc.rayparams.currentPass != RPASS_GI && rc.rayparams.currentPass != RPASS_LIGHTMAP) ? pt :*/ VR::ShadeVec(0.0f,0.0f,0.0f);}
#if defined(VRAY30)
	VR::TracePoint getShadowPt(const VR::VRayContext &rc) VRAY_OVERRIDE{return rc.rayresult.wpoint; }
#elif defined(VRAY40)
	VR::ShadeVec getShadowPt(const VR::VRayContext &rc) VRAY_OVERRIDE{return rc.rayresult.wpoint; }
#endif
	VR::ShadeVec getVelocity(const VR::VRayContext &rc) VRAY_OVERRIDE
	{
		const IHairVoxel* hair=hairPrim->GetVoxel();
		
		int strandIdx, segmentIdx;
		float segmentOffset;
		shaveVrayGetHairParams(rc, strandIdx, segmentIdx, segmentOffset);

		int fs, fe;
		hair->GetFace(strandIdx, fs, fe);
		int vert_idx = fs + segmentIdx;

		VR::ShadeVec ve0, ve1;
		GetVelocity(hair, vert_idx, ve0);
		GetVelocity(hair, vert_idx + 1, ve1);
		return VR::interpolate(segmentOffset, ve0, ve1);
	}
};
#endif