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#ifndef _HAIR_VR_SHADEABLE_H_
#define _HAIR_VR_SHADEABLE_H_
// Shave and a Haircut
// (c) 2019 Epic Games
// US Patent 6720962
/**********************************************************************
*<
FILE: shaveVrayShadeable.h ( was HairVrShadeable.h )
DESCRIPTION: Used by VRay 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 <vraybase.h>
//#include <vectorbase.h>
//#include <vrayinterface.h>
//#include <vrayplugins.h>
//#include <vraygeom.h>
//#include <brdfs.h>
//#include <brdfpool.h>
#include "hairAPIvrayutil.h"
#include "hairAPIvray.h"
#include "utils.h"
#include "box.h"
#include "rayserver.h"
#include "vrayplugins.h"
#include "geometryclasses.h"
#include "brdfs.h"
#include "brdfpool.h"
#include "shaveVrayVoxelPrim.h"
#include "shaveVrayBaseBSDF.h"
//#define USE_WHITE_BRDF
class shaveVrayShadeable : public /*VR::Shadeable*/ VR::BSDFShadeable {
public:
shaveVrayShadeable(shaveVrayVoxelPrim* hair);
~shaveVrayShadeable();
/*
| from Shadeable
*/
// This is called to shade the intersection in the rayresult member of the given context.
void shade(VR::VRayContext &rc) VRAY_OVERRIDE;
//Returns the name of the shadeable; used to print warnings if any shading errors occur.
tchar* getName(VR::VRayContext &rc) VRAY_OVERRIDE;
/*
|
*/
VR::BSDFSampler* newBSDF (const VR::VRayContext &rc, VR::BSDFFlags flags) VRAY_OVERRIDE;
void deleteBSDF(const VR::VRayContext &rc, VR::BSDFSampler *bsdf) VRAY_OVERRIDE;
#if defined VRAY40
int getBSDFFlags() VRAY_OVERRIDE;
#endif
/*
| own
*/
void initBSDFpool(VR::VRayCore *vray);
void freeBSDFpool();
protected:
//const member access
#ifdef USE_WHITE_BRDF
inline const VR::BRDFPool<VR::WhiteBRDF>& bsdfPool() const {return m_bsdfPool;}
#else
//inline const VR::BRDFPool<shaveVrayBaseBSDF>& bsdfPool() const {return m_bsdfPool;}
inline IShaveBSDFPool* bsdfPool() {return m_bsdfPool;}
#endif
inline shaveVrayVoxelPrim* prim() const {return m_prim;}
//inline IHairVoxel* prim() const {return m_prim;}
//const member access
#ifdef USE_WHITE_BRDF
inline VR::BRDFPool<VR::WhiteBRDF>& _bsdfPool() {return m_bsdfPool;}
#else
//inline VR::BRDFPool<shaveVrayBaseBSDF>& _bsdfPool() {return m_bsdfPool;}
inline IShaveBSDFPool*& _bsdfPool() {return m_bsdfPool;}
#endif
inline shaveVrayVoxelPrim*& _prim() {return m_prim;}
//inline IHairVoxel*& _prim() {return m_prim;}
protected:
#ifdef USE_WHITE_BRDF
VR::BRDFPool<VR::WhiteBRDF> m_bsdfPool;
#else
//VR::BRDFPool<shaveVrayBaseBSDF> m_bsdfPool;
IShaveBSDFPool* m_bsdfPool;
#endif
shaveVrayVoxelPrim* m_prim;
//IHairVoxel* m_prim;
};
#endif //end of_HAIR_VR_SHADEABLE_H_
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