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material.h
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/********************************************************************
created: 2010/04/22
file name: material.h
author: maxint lnychina@gmail.com
*********************************************************************/
#ifndef _RT_MATERIAL_H_
#define _RT_MATERIAL_H_
#include "common.h"
#include <map>
#pragma warning(disable:4800) // int to bool
namespace RayTracer {
// ------------------------------------------------------------------------------
// Custom Texture class
// ------------------------------------------------------------------------------
class Texture
{
public:
Texture(const String& aFilename);
Texture(Color* data, int w, int h);
~Texture() { SAFE_DELETE_ARRAY(mBitmap); }
Color* getBitmap() { return mBitmap; }
Color getTexel(Real u, Real v) const;
int getWidth() const { return mWidth; }
int getHeight() const { return mHeight; }
private:
Color* mBitmap;
int mWidth, mHeight;
};
// ------------------------------------------------------------------------------
// Simple Texture Manager
// ------------------------------------------------------------------------------
class TextureManager
{
public:
static TextureManager& getInstance();
Texture* createFromFile(const String& filename, const String& texName = "");
Texture* createFromData(Color* data, int w, int h, const String& texName = "");
Texture* getTexture(const String& texName);
private:
TextureManager();
TextureManager(const TextureManager&);
TextureManager& operator=(const TextureManager&);
~TextureManager();
private:
typedef std::map<String, Texture*> TextureList;
typedef TextureList::iterator TexListItor;
typedef std::pair<String, Texture*> TexListPair;
private:
TextureList mTexturePool;
int mIDCounter;
};
// ------------------------------------------------------------------------------
// Material class definition
// ------------------------------------------------------------------------------
class Material
{
public:
enum StateToggler
{
AMBIENT = 1,
DIFFUSE = 1<<1,
SPECULAR = 1<<2,
EMISSION = 1<<3,
REFLECTION = 1<<4,
REFRACTION = 1<<5,
DIFFUSEREFL = 1<<6
};
Material()
: mAmbient(0.2f,0.2f,0.2f)
, mDiffuse(0.8f,0.8f,0.8f)
, mSpecular(0,0,0)
, mEmission(0,0,0)
, mShininess(0)
, mReflection(0)
, mDiffuseRefl(0)
, mRefraction(0)
, mRefrIndex(1.5f)
, mTexture(0)
, mUScale(1)
, mVScale(1)
, mState(AMBIENT | DIFFUSE)
{}
~Material() {}
// ambient
void setAmbient(Real _r, Real _g, Real _b)
{
mAmbient.r = _r;
mAmbient.g = _g;
mAmbient.b = _b;
_setColorState(mAmbient, AMBIENT);
}
const Color& getAmbient() const { return mAmbient; }
bool isAmbient() const { return (mState & AMBIENT); }
void setAmbient(const Color& val) { setAmbient(val.r, val.g, val.b); }
// diffuse
void setDiffuse(Real _r, Real _g, Real _b)
{
mDiffuse.r = _r;
mDiffuse.g = _g;
mDiffuse.b = _b;
_setColorState(mDiffuse, DIFFUSE);
}
const Color& getDiffuse() const { return mDiffuse; }
bool isDiffuse() const { return (mState & DIFFUSE); }
void setDiffuse(const Color& val) { setDiffuse(val.r, val.g, val.b); }
// specular
void setSpecular(Real _r, Real _g, Real _b)
{
mSpecular.r = _r;
mSpecular.g = _g;
mSpecular.b = _b;
_setColorState(mSpecular, SPECULAR);
}
const Color& getSpecular() const { return mSpecular; }
bool isSpecular() const { return (mState & SPECULAR); }
void setSpecular(const Color& val) { setSpecular(val.r, val.b, val.g); }
// shininess
Real getShininess() const { return mShininess; }
void setShininess(Real val) { mShininess = val; }
// emission
void setEmission(Real _r, Real _g, Real _b)
{
mEmission.r = _r;
mEmission.g = _g;
mEmission.b = _b;
_setColorState(mEmission, EMISSION);
}
const Color& getEmission() const { return mEmission; }
bool isEmission() const { return (mState & EMISSION); }
void setEmission(const Color& val) { setEmission(val.r, val.g, val.b); }
// reflection
Real getReflection() const { return mReflection; }
bool isReflection() const { return (mState & REFLECTION); }
void setReflection(Real val) { mReflection = val; _setValueState(val, REFLECTION); }
Real getDiffuseRefl() const { return mDiffuseRefl; }
bool isDiffuseRefl() const { return (mState & DIFFUSEREFL); }
void setDiffuseRefl(Real val) { mDiffuseRefl = val; _setValueState(val, DIFFUSEREFL); }
// refraction
Real getRefraction() const { return mRefraction; }
bool isRefraction() const { return (mState & REFRACTION); }
void setRefraction(Real val) { mRefraction = val; _setValueState(val, REFRACTION); }
Real getRefrIndex() const { return mRefrIndex; }
void setRefrIndex(Real val) { mRefrIndex = val; }
// texture
Texture* getTexture() const { return mTexture; }
bool isTexture() const { return mTexture!=NULL; }
void setTexture(Texture* val) { mTexture = val; }
void setTexture(const String& texName);
void setUVScale(Real uScale, Real vScale)
{
mUScale = uScale;
mVScale = vScale;
}
Real getUScale() const { return mUScale; }
Real getVScale() const { return mVScale; }
private:
void _setColorState(const Color& clr, StateToggler tog)
{
if (clr.Length() > RT_EPSILON)
mState |= tog;
else
mState &= ~tog;
}
void _setValueState(Real val, StateToggler tog)
{
if (abs(val) > RT_EPSILON)
mState |= tog;
else
mState &= ~tog;
}
private:
Color mAmbient, mDiffuse, mSpecular, mEmission;
Real mShininess;
Real mReflection, mDiffuseRefl;
Real mRefraction, mRefrIndex;
Texture* mTexture;
Real mUScale, mVScale;
int mState;
};
// ------------------------------------------------------------------------------
// Custom Material Manager
// ------------------------------------------------------------------------------
class MaterialManager
{
public:
static MaterialManager& getInstance();
Material* createManual(const String& matName = "");
Material* getMaterial(const String& matName);
private:
MaterialManager();
MaterialManager(const MaterialManager&);
MaterialManager& operator=(const MaterialManager&);
~MaterialManager();
private:
typedef std::map<String, Material*> MaterialMap;
typedef MaterialMap::iterator MatMapItor;
private:
MaterialMap mMaterialPool;
int mIDCounter;
};
}; // namespace RayTracer
#endif // _RT_MATERIAL_H_