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

/**********************************************************************
 *<
	FILE:			shaveVrayShadeable.cpp -- implementation file ( HairVrShadeable.cpp )

	DESCRIPTION:	Used to shade a surface

	CREATED BY:		Vladimir Dubovoy <[email protected]>

	HISTORY:		created  21-08-2008 ( as part of 3ds Max + VRay hair shaders)
					merged   31-03-2010

 *>
 **********************************************************************/

#include "shaveVrayShadeable.h"
#include "hairAPIvray.h"
#include "shaveVrayPlugin.h"
#include "shaveVrayInstance.h"

#if (defined WIN32) ||(defined LINUX) 
;
#else
#include "shaveVrayBaseBSDFPool.h" // I did not split it for osx yet
#endif

#include "shaveVraySharedFunctions.h"




shaveVrayShadeable::shaveVrayShadeable(shaveVrayVoxelPrim *hair)
{
	_prim() = hair;
#ifdef USE_WHITE_BRDF
	;
#else
	_bsdfPool() = NULL;

#if (defined WIN32) ||(defined LINUX) 
	//_bsdfPool() = new shaveVrayBaseBSDFPool();
	if(CreateShaveBSDFPool != NULL)
	{
		_bsdfPool() = CreateShaveBSDFPool();
	}
	if(!bsdfPool())
	{
		LOGMSG("SHADE","shaveVrayShadeable: can not create BSDF pool.");
	}
#else	//osx
	_bsdfPool() = new shaveVrayBaseBSDFPool();
#endif
#endif
}

shaveVrayShadeable::~shaveVrayShadeable()  
{
	freeBSDFpool();
}
/*
|	from Shadeable
*/
void  shaveVrayShadeable::shade(VR::VRayContext &rc)
{
	//no trace
	//if(rc.rayparams.diffuseLevel > 1)
	//{
	//	rc.mtlresult.makeOpaque();
	//	return;
	//}

	BSDFShadeable::shade(rc);

	//////just a test - no trace ////
	//rc.mtlresult.alpha.r = 0.0f;
	//rc.mtlresult.alpha.g = 0.0f;
	//rc.mtlresult.alpha.b = 0.0f;

	//rc.mtlresult.transp.r = 0.f;
	//rc.mtlresult.transp.g = 0.f;
	//rc.mtlresult.transp.b = 0.f;

	//rc.mtlresult.alphaTransp.r = 0.0f;
	//rc.mtlresult.alphaTransp.g = 0.0f;
	//rc.mtlresult.alphaTransp.b = 0.0f;

	//int strandIdx = rc.rayresult.faceIndex;
	//VR::Color diffCol = VR::Color(0.0f, 1.0f, 0.0f); //just green to see if somthing goes wrong

	//int segmentIdx=(int) rc.rayresult.extraf;
	//float segmentOffset=rc.rayresult.bary[2];

	//if(prim()->IsColorConst(strandIdx))
	//	prim()->GetRootColor(strandIdx,diffCol);
	//else
	//	prim()->GetInterpColor(segmentIdx, strandIdx, segmentOffset, diffCol);

	//rc.mtlresult.color = diffCol;
	//////////////////////////////

#ifdef USE_WHITE_BRDF
	VR::Color diffCol = VR::Color(0.0f, 1.0f, 0.0f); //just green to see if somthing goes wrong

	int strandIdx, segmentIdx;
	float segmentOffset;
	shaveVrayGetHairParams(rc, strandIdx, segmentIdx, segmentOffset);

	if(prim()->IsColorConst(strandIdx))
		prim()->GetRootColor(strandIdx,diffCol);
	else
		prim()->GetInterpColor(segmentIdx, strandIdx, segmentOffset, diffCol);

	rc.mtlresult.color *= diffCol;
#endif
}
/*
|	from Shadeable
*/
tchar*  shaveVrayShadeable::getName(VR::VRayContext &rc)
{
	return const_cast<tchar*>("shaveVrayShadeable");
}

VR::BSDFSampler* shaveVrayShadeable::newBSDF (const VR::VRayContext &rc, VR::BSDFFlags flags)
{
#ifdef USE_WHITE_BRDF
	VR::WhiteBRDF *bsdf = _bsdfPool().newBRDF(rc);
	return bsdf;
#else
	//shaveVrayBaseBSDF* bsdf = _bsdfPool().newBRDF(rc);
	IShaveVrayBSDF* bsdf = NULL;
	if(bsdfPool())
	{
		bsdf =_bsdfPool()->newBRDF(rc);
	}
	if (!bsdf) 
		return NULL;

	VR::Color diffCol = VR::Color(0.0f, 1.0f, 0.0f); //just green to see if somthing goes wrong

	int strandIdx, segmentIdx;
	float segmentOffset;
	shaveVrayGetHairParams(rc, strandIdx, segmentIdx, segmentOffset);

	if(prim()->IsColorConst(strandIdx))
		prim()->GetRootColor(strandIdx,diffCol);
	else
		prim()->GetInterpColor(segmentIdx, strandIdx, segmentOffset, diffCol);

	VR::Color specCol = VR::Color(1.0f, 1.0f, 1.0f);

	float opacity = 1.0f;
	//hair is opaque for GI prepass steps to speedup computations -- 08-11-2010
	if(rc.rayparams.currentPass != RPASS_GI)
	if(rc.rayparams.currentPass != RPASS_LIGHTMAP)
	{
		if(prim()->GetTipFade())
			opacity = prim()->GetInterpOpacity(segmentIdx, strandIdx, segmentOffset);
		else
			opacity = prim()->GetOpacity(strandIdx);
	}
	//transparency
	float t=1.0f-opacity;
	VR::Color trsp = VR::Color(t, t, t);

	//ambient color [not used yet]
	VR::Color ambientCol = prim()->GetAmbient();

	//abient/diffuse factor
	float ambDiff = prim()->GetAmbDiff(strandIdx);

	//glossines
	float gloss = prim()->GetGlossiness(strandIdx);

	float splvl = prim()->GetSpecLevel(strandIdx);

	//specular tints
	VR::Color spCol = prim()->GetSpecTint();
	VR::Color spCol2= prim()->GetSpecTint2();

//	printf("spec_tint %f %f %f \n",spCol.r, spCol.g, spCol.b);
//	printf("spec_tint2 %f %f %f \n",spCol2.r, spCol2.g, spCol2.b);

#if defined(VRAY30) || defined(VRAY40)
	VR::ShadeVec hairDir=prim()->getHairDir(rc);
#else 
	VR::ShadeVec hairDir=prim()->GetHairDir(rc.rayresult.origPoint, segmentIdx, strandIdx, segmentOffset);
#endif

	shaveVrayInstance* inst = prim()->GetInstance();
	
	//printf("inst get selfShadow %f\n",inst->GetSelfShadow());fflush(stdout);
	bsdf->init(rc,specCol,diffCol,ambientCol,spCol,spCol2,ambDiff,splvl,gloss,0,trsp, hairDir, t,
				inst->GetCameraVisibility(),
				inst->GetReflVisibility(),
				inst->GetRefrlVisibility(),
				inst->GetLightVisibility(),
				inst->GetGiVisibility(),
				inst->GetSelfShadow(),
				inst->GetRecvShadow());

	return bsdf;
#endif
}

void shaveVrayShadeable::deleteBSDF(const VR::VRayContext &rc, VR::BSDFSampler *bsdf)
{
	if(!bsdf)
		return;
#ifdef USE_WHITE_BRDF	
	VR::WhiteBRDF *dbsdf = static_cast<VR::/*DiffuseBRDF*/WhiteBRDF*>(bsdf);
	_bsdfPool().deleteBRDF(rc, dbsdf);
#else
	//shaveVrayBaseBSDF* dbsdf = static_cast<shaveVrayBaseBSDF*>(bsdf);
	//_bsdfPool().deleteBRDF(rc, dbsdf);

	IShaveVrayBSDF* dbsdf = static_cast<IShaveVrayBSDF*>(bsdf);
	if(bsdfPool())
	{
		_bsdfPool()->deleteBRDF(rc, dbsdf);
	}
#endif
}

#if defined(VRAY40)
int shaveVrayShadeable::getBSDFFlags()
{
	return VR::bsdfFlag_none;
}
#endif

void shaveVrayShadeable::initBSDFpool(VR::VRayCore *vray)
{
#ifdef USE_WHITE_BRDF
	const VR::VRaySequenceData &sdata=vray->getSequenceData();
	_bsdfPool().init(sdata.maxRenderThreads);
#else
	if(bsdfPool())
	{
		_bsdfPool()->init(vray);
	}
#endif
}

void shaveVrayShadeable::freeBSDFpool()
{
#ifdef USE_WHITE_BRDF
	_bsdfPool().freeMem();
#else
	if(bsdfPool())
	{
		_bsdfPool()->freeMem();
	}
#endif
}