windows-nt/Source/XPSP1/NT/shell/osshell/control/scrnsave/pipes/material.cpp
2020-09-26 16:20:57 +08:00

247 lines
6.8 KiB
C++

//-----------------------------------------------------------------------------
// File: material.cpp
//
// Desc: materials
//
// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "stdafx.h"
// 24 tea materials (from teapots app)
#define NUM_TEA_MATERIALS 24
enum
{
EMERALD = 0,
JADE,
OBSIDIAN,
PEARL,
RUBY,
TURQUOISE,
BRASS,
BRONZE,
CHROME,
COPPER,
GOLD,
SILVER,
BLACK_PLASTIC,
CYAN_PLASTIC,
GREEN_PLASTIC,
RED_PLASTIC,
WHITE_PLASTIC,
YELLOW_PLASTIC,
BLACK_RUBBER,
CYAN_RUBBER,
GREEN_RUBBER,
RED_RUBBER,
WHITE_RUBBER,
YELLOW_RUBBER
};
// 'white' materials, for texturing
#define NUM_TEX_MATERIALS 4
enum
{
BRIGHT_WHITE = NUM_TEA_MATERIALS,
WHITE,
WARM_WHITE,
COOL_WHITE
};
#define NUM_GOOD_MATERIALS 16 // 'good' ones among the 24 tea materials
int goodMaterials[NUM_GOOD_MATERIALS] = {
EMERALD, JADE, PEARL, RUBY, TURQUOISE, BRASS, BRONZE,
COPPER, GOLD, SILVER, CYAN_PLASTIC, WHITE_PLASTIC, YELLOW_PLASTIC,
CYAN_RUBBER, GREEN_RUBBER, WHITE_RUBBER };
// materials: emerald, jade, obsidian, pearl, ruby, turquoise
// brass, bronze, chrome, copper, gold, silver
// black, cyan, green, red, white, yellow plastic
// black, cyan, green, red, white, yellow rubber
//
// description: ambient(RGB), diffuse(RGB), specular(RGB), shininess
// 'tea' materials, from aux teapots program
static float teaMaterialData[NUM_TEA_MATERIALS*10] =
{
// EMERALD = 0,
0.0215f, 0.1745f, 0.0215f, 0.07568f, 0.61424f, 0.07568f, 0.633f, 0.727811f, 0.633f, 0.6f,
// JADE,
0.135f, 0.2225f, 0.1575f, 0.54f, 0.89f, 0.63f, 0.316228f, 0.316228f, 0.316228f, 0.1f,
// OBSIDIAN,
0.05375f, 0.05f, 0.06625f, 0.18275f, 0.17f, 0.22525f, 0.332741f, 0.328634f, 0.346435f, 0.3f,
// PEARL,
0.25f, 0.20725f, 0.20725f, 1.0f, 0.829f, 0.829f, 0.296648f, 0.296648f, 0.296648f, 0.088f,
// RUBY,
0.1745f, 0.01175f, 0.01175f, 0.61424f, 0.04136f, 0.04136f, 0.727811f, 0.626959f, 0.626959f, 0.6f,
// TURQUOISE,
0.1f, 0.18725f, 0.1745f, 0.396f, 0.74151f, 0.69102f, 0.297254f, 0.30829f, 0.306678f, 0.1f,
// BRASS,
0.329412f, 0.223529f, 0.027451f, 0.780392f, 0.568627f, 0.113725f, 0.992157f, 0.941176f, 0.807843f, 0.21794872f,
// BRONZE,
0.2125f, 0.1275f, 0.054f, 0.714f, 0.4284f, 0.18144f, 0.393548f, 0.271906f, 0.166721f, 0.2f,
// CHROME,
0.25f, 0.25f, 0.25f, 0.4f, 0.4f, 0.4f, 0.774597f, 0.774597f, 0.774597f, 0.6f,
// COPPER,
0.19125f, 0.0735f, 0.0225f, 0.7038f, 0.27048f, 0.0828f, 0.256777f, 0.137622f, 0.086014f, 0.1f,
// GOLD,
0.24725f, 0.1995f, 0.0745f, 0.75164f, 0.60648f, 0.22648f, 0.628281f, 0.555802f, 0.366065f, 0.4f,
// SILVER,
0.19225f, 0.19225f, 0.19225f, 0.50754f, 0.50754f, 0.50754f, 0.508273f, 0.508273f, 0.508273f, 0.4f,
// BLACK_PLASTIC,
0.0f, 0.0f, 0.0f, 0.01f, 0.01f, 0.01f, 0.50f, 0.50f, 0.50f, .25f,
// CYAN_PLASTIC,
0.0f, 0.1f, 0.06f, 0.0f, 0.50980392f, 0.50980392f, 0.50196078f, 0.50196078f, 0.50196078f, .25f,
// GREEN_PLASTIC,
0.0f, 0.0f, 0.0f, 0.1f, 0.35f, 0.1f, 0.45f, 0.55f, 0.45f, .25f,
// RED_PLASTIC,
0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.7f, 0.6f, 0.6f, .25f,
// WHITE_PLASTIC,
0.0f, 0.0f, 0.0f, 0.55f, 0.55f, 0.55f, 0.70f, 0.70f, 0.70f, .25f,
// YELLOW_PLASTIC,
0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.60f, 0.60f, 0.50f, .25f,
// BLACK_RUBBER,
0.02f, 0.02f, 0.02f, 0.01f, 0.01f, 0.01f, 0.4f, 0.4f, 0.4f, .078125f,
// CYAN_RUBBER,
0.0f, 0.05f, 0.05f, 0.4f, 0.5f, 0.5f, 0.04f, 0.7f, 0.7f, .078125f,
// GREEN_RUBBER,
0.0f, 0.05f, 0.0f, 0.4f, 0.5f, 0.4f, 0.04f, 0.7f, 0.04f, .078125f,
// RED_RUBBER,
0.05f, 0.0f, 0.0f, 0.5f, 0.4f, 0.4f, 0.7f, 0.04f, 0.04f, .078125f,
// WHITE_RUBBER,
0.05f, 0.05f, 0.05f, 0.5f, 0.5f, 0.5f, 0.7f, 0.7f, 0.7f, .078125f,
// YELLOW_RUBBER
0.05f, 0.05f, 0.0f, 0.5f, 0.5f, 0.4f, 0.7f, 0.7f, 0.04f, .078125f
};
// generally white materials for texturing
static float texMaterialData[NUM_TEX_MATERIALS*10] =
{
// bright white
0.2f, 0.2f, 0.2f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f,
// less bright white
0.2f, 0.2f, 0.2f,
0.9f, 0.9f, 0.9f, 0.9f, 0.9f, 0.9f, 0.5f,
// warmish white
0.3f, 0.2f, 0.2f,
1.0f, 0.9f, 0.8f, 1.0f, 0.9f, 0.8f, 0.5f,
// coolish white
0.2f, 0.2f, 0.3f,
0.8f, 0.9f, 1.0f, 0.8f, 0.9f, 1.0f, 0.5f
};
D3DMATERIAL8 g_Materials[NUM_TEA_MATERIALS + NUM_TEX_MATERIALS];
//-----------------------------------------------------------------------------
// Name: InitMaterials
// Desc: Initialize MATERIAL structures with data
// - Set alpha to 0.5 for all materials
//-----------------------------------------------------------------------------
void InitMaterials()
{
int i;
float* pf;
D3DMATERIAL8* pMat;
pf = &teaMaterialData[0];
for( i = 0; i < NUM_TEA_MATERIALS; i++ )
{
pMat = &g_Materials[i];
pMat->Ambient.r = *pf++;
pMat->Ambient.g = *pf++;
pMat->Ambient.b = *pf++;
pMat->Ambient.a = 1.0f;
pMat->Diffuse.r = *pf++;
pMat->Diffuse.g = *pf++;
pMat->Diffuse.b = *pf++;
pMat->Diffuse.a = 1.0f;
pMat->Specular.r = *pf++;
pMat->Specular.g = *pf++;
pMat->Specular.b = *pf++;
pMat->Specular.a = 1.0f;
pMat->Power = 128* (*pf++);
}
pf = &texMaterialData[0];
for( i = 0; i < NUM_TEX_MATERIALS; i++ )
{
pMat = &g_Materials[i+NUM_TEA_MATERIALS];
pMat->Ambient.r = *pf++;
pMat->Ambient.g = *pf++;
pMat->Ambient.b = *pf++;
pMat->Ambient.a = 1.0f;
pMat->Diffuse.r = *pf++;
pMat->Diffuse.g = *pf++;
pMat->Diffuse.b = *pf++;
pMat->Diffuse.a = 1.0f;
pMat->Specular.r = *pf++;
pMat->Specular.g = *pf++;
pMat->Specular.b = *pf++;
pMat->Specular.a = 1.0f;
pMat->Power = *pf++;
}
}
//-----------------------------------------------------------------------------
// Name: RandomTeaMaterial
// Desc: Select a random TeaMaterial
//-----------------------------------------------------------------------------
D3DMATERIAL8* RandomTeaMaterial()
{
int index = goodMaterials[ CPipesScreensaver::iRand(NUM_GOOD_MATERIALS) ];
return &g_Materials[ index ];
}
//-----------------------------------------------------------------------------
// Name: RandomTexMaterial
// Desc: Select a random TexMaterial
//-----------------------------------------------------------------------------
D3DMATERIAL8* RandomTexMaterial()
{
int index = NUM_TEA_MATERIALS + CPipesScreensaver::iRand(NUM_TEX_MATERIALS);
return &g_Materials[ index ];
}