RenderShaderPhong
Functions
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Detailed Description
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class RenderShaderPhong : public RED::RenderShader
Phong lighting shader. Implements the phong lighting equation.
@related Using Built-in Render Shaders, class RED::IMaterial, class RED::RenderShader, class RED::StateShader, class RED::RenderCode
This shader reproduces the “Phong” lighting equation. It calculates for every light source, the amount of diffuse and specular lighting that is received by the object, using the well known Phong equation.
The result is bound to the RED::MTL_LIT or to the RED::MTL_INDIRECT_LIT pass of the material.
Parameters that are considered in the calculation are:
A diffuse object color/texture (modulates the base values),
A specular color/texture,
A specular exponent/texture (this texture maps values in [0.0f,1.0f[ onto the [0,iSpecExpRange[ range of exponents),
A normal map,
A transparency texture,
The current light parameters.
The shader can be used for both the Phong and Blinn equations. This is chosen at the shader construction time.
This shader produces a per fragment alpha value defined by the transparency texture’s alpha value. Each texture can be associated to its own texture matrix and uv channel. Matrices are duplicated internally, whereas images are simply pointed to.
This shader uses the following geometrical channels:
RED::MCL_VERTEX: vertex array of the rendered meshes.
RED::MCL_NORMAL: normal array of the rendered meshes.
RED::MCL_TEX0 - n: (optional) texture coordinates of the rendered meshes.
RED::MCL_USER0: (optional) tangent space vectors of the meshes.
UVs must be specified if a texture image is used, and tangent space vectors must be supplied if the shader is using a normal map.
This shader creates three platform configurations in direct lighting:
It also creates three platform configurations in indirect lighting:
See the REDRenderShaderPhong.h file documentation for the list of all #define statements used to name all parameters of this shader.
Public Functions
- SET_CID (CID_class_REDRenderShaderPhong) IMPLEMENT_AS()
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RenderShaderPhong(RED::MATERIAL_PASS iRenderPass, const RED::Color &iDiffuseColor, const RED::Object *iDiffuseTexture, const RED::Matrix &iDiffuseMatrix, RED::MESH_CHANNEL iDiffuseUV, const RED::Color &iSpecularColor, const RED::Object *iSpecularTexture, const RED::Matrix &iSpecularMatrix, RED::MESH_CHANNEL iSpecularUV, float iSpecExp, const RED::Object *iSpecExpTexture, const RED::Matrix &iSpecExpMatrix, RED::MESH_CHANNEL iSpecExpUV, float iSpecExpRange, const RED::Color &iTransparColor, const RED::Object *iTransparTexture, const RED::Matrix &iTransparMatrix, RED::MESH_CHANNEL iTransparUV, const RED::Object *iNormalMap, const RED::Matrix &iNormalMatrix, RED::MESH_CHANNEL iNormalUV, RED::MESH_CHANNEL iTangentChannel, float iSoften, bool iUseBlinnEquation, RED::Object *iResMgr, RED_RC &oErrorCode)
Constructor.
All textures used by this method may either be 2D images using the RED::TGT_TEX_2D target or composite images or rectangular images using the RED::TGT_TEX_RECT target. Sampling UVs that are needed to sample 2D textures must be normalized. Sampling UVs that are needed to sample rectangular textures are denormalized with values directly sampling texels coordinates.
- Parameters
iRenderPass – LIT or INDIRECT_LIT.
iDiffuseColor – Diffuse object color.
iDiffuseTexture – Diffuse object texture. Overrides the diffuse color when set.
iDiffuseMatrix – Diffuse object texture transformation matrix.
iDiffuseUV – Diffuse texture UV mesh channel.
iSpecularColor – Specular object color.
iSpecularTexture – Specular texture. Overrides the specular color when set.
iSpecularMatrix – Specular texture transformation matrix.
iSpecularUV – Specular UV mesh channel.
iSpecExp – Specular exponent value (this value ignores the iSpecExpRange parameter used to rescale the specular exponent of a texture). Must be greater than or equal to zero.
iSpecExpTexture – Specular exponent texture. Overrides the iSpecExp when set.
iSpecExpMatrix – Specular exponent texture transformation matrix.
iSpecExpUV – Specular exponent UV mesh channel.
iSpecExpRange – Specular exponent maximal range value.
iTransparColor – Transparency color.
iTransparTexture – Transparency texture. Overrides the transparency color when set.
iTransparMatrix – Transparency texture transformation matrix.
iTransparUV – Transparency texture UV mesh channel.
iNormalMap – Surface normal perturbation map. NULL for no normal map.
iNormalMatrix – Normal map texture transformation matrix.
iNormalUV – Normal map texture UV mesh channel.
iTangentChannel – Mesh channel containing the vertex tangents.
iSoften – Attenuation of the specular lighting at coarse angles. This is a 3DSMax specific parameter, of positive value. The resulting shader is longer when this parameter is not 0.0f, but produces smoother specular lightings.
iUseBlinnEquation – When set to true, the regular Phong equation is changed and a Blinn one is used instead.
iResMgr – The cluster’s resource manager.
oErrorCode – Indicates a construction failure when not returned set to RED_OK.
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virtual ~RenderShaderPhong()
Destructor.
Public Static Functions
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static RED_RC LoadProgram(RED::String &oString, const RED::ShaderProgramID &iID)
Loads a shader program.
Generates a shader program that corresponds to the specified iID.
- Parameters
oString – The created program string.
iID – The shader program unique ID.
- Returns
RED_OK if the shader could be loaded,
RED_ALLOC_FAILURE if an allocation has failed,
RED_FAIL otherwise.
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static RED_RC EvaluateFromInputParameters(RED::RenderShader *ioShader, RED::Object *iResMgr)
Evaluate a shader from its input parameters.
- Parameters
ioShader – Shader to redefine using its own input parameters.
iResMgr – The cluster’s resource manager.
- Returns
RED_OK if the operation has succeeded,
RED_BAD_PARAM if iShader was not valid,
RED_BAD_PARAM if an invalid parameter was found during the evaluation,
RED_ALLOC_FAILURE if a memory allocation has failed,
Other RED_RC related to shader creation can be returned.