Difference between revisions of "Team Guardian Cube Mapping"

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(Created page with 'Theory behind the Material Class: - The material class was originally supposed to encapsulate all material related data, such as textures, colors, reflectivity etc. The intention…')
 
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Theory behind the Material Class:
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- The material class was originally supposed to encapsulate all material related data, such as textures, colors, reflectivity etc. The intention was to replace a lot of the functionality of graphic, so that an object encapsulates an in world object, graphic encapsulated a static mesh and material described the appearance of a mesh.  This way you could have a material attached to many different meshes, so a similar appearance can be applied amongst many objects. This is similar to the approach taken by 3DS Max.
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- This approach proved too invasive for others to implement, so now I have made Material a category, which will shift responsibility of drawing the object away from graphic and into Material.
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How to implement Environmental Cube Mapping
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1) Download and include the iMaterial.h, Material.h and Material.cpp into your project.
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xmlns="http://www.w3.org/TR/REC-html40">
2) Add the cube map code from the provided FX file into your own FX file. If you will be adding there manually, copy the code between //REF_CUBE_MAP_A# and //END REF_CUBE_MAP_A#, there should be 4 sections to copy in total
 
3) Edit the Configuration.h file  and add “MATERIAL” to the Category enumeration
 
4) Object is now going to need some adjustments.  I’ll break this down into a few components:
 
• iObject.h
 
I. Add ‘class iMaterial’ to the top of the file with the rest of the declarations
 
II. Add a virtual getting and setter for the Object’s material
 
III. Add two more virtual functions, one called getID, receives an int and returns an int, and second one called resetID which receives an int and returns nothing.
 
• Object.h
 
I. Add a private iMaterial pointer to the object named rMaterial (you could change it to w/e you want, but it won’t be as easy to copy/paste code if you don’t)
 
II. Implement the getter and setter in the in the Object header, in the setter, change the category of the object to MATERIAL.
 
III. Remove the braces after Object’s preDraw() function, we are going to need to implement this function in the cpp.
 
IV. Add a private int array called get cubeMapID, which for this implementation,  it can be an array of 2 items, since reflection depth will not be implemented.
 
V. Implement getID and resetID, get id returns the int at level in the cubeMapID array (return cubeMapID[level];) and resetID sets the int at level in the cubeMapID to -1.
 
• Object.cpp
 
I. Add ‘#include iMaterial.h’ at the top.
 
II. In the object constructor add ‘rMaterial = NULL’, just to be safe, also set cubeMapID [0] and [1] to -1.
 
III. In the object’s = operator, set CubeMapID[0] and [1] to -1.
 
IV. In the Object’s attach function,  check if the category is set to MATERIAL and that rMaterial isn’t NULL, if true, use Material’s setStage, if category is not set to MATERIALS then use the code already there (Remember, if reading this is confusing, you can always copy the code, this is just trying to explain what to do)
 
V. Above the draw function, add the implementation of the preDraw, which is simple. Check if the category is set to MATERIAL and rMaterial isn’t NULL, if true, set the cubeMapID (at index of rMaterial->getDepth()) to dthe result of rMaterial->getCubeID(this). Finally call the preDraw function on rMaterial and pass it a reference to the object (this), vertexlist pointer, and scene pointer.
 
VI. Mod the Object’s draw function to test if the category is set to MATERIAL, if it is and  rMaterial isn’t NULL, call the draw function on the material (passing in the object and scene) in place of using the attach and draw code in the function, the report should occur regardless.
 
VII. In the suspend code, check if rMaterial is NULL, if not, call suspend on it. Do the same for release.
 
5) Open Display.cpp,  #include Material.h and call the static function connectDevice from Material, this will give material access to the device and below, call the static function connectEffect, giving Material access to the effect file.
 
6) The system requires a knowledge of the vertices of the in a mesh, so you have to go to iVertex list and add two virtual functions,  ‘int getNumOfVerts()’ and ‘Vertex* getVertitices()’. Now you have to go into the VertexList class, implement these functions to return nVertices and Vertex.  You also need to make an implementation for stock mesh, simply give return NULL for both stock mesh implementations.
 
NOTE: If you already have your object’s center and radius calculated or easily accessible, you can skip this step and alter the code in the Material class to use that data instead of calculating the center from the vertex list.
 
7) Open Design.cpp and #include iMaterial.h.  Add scene->draw(MATERIAL); to Design’s draw function and scene->draw(MATERIAL); to Design’s preDraw.
 
This will give you the ability to use the Material class with your object to give them a nice reflective or refracting effect.
 
How to use Material:
 
To use a material, follow these few steps:
 
1) Create a Material:
 
iMaterial* mat = CreateMaterial(contextPointer, numberOfStages, numberOfSubsets);
 
NOTES: if the material only have one stage and subset, only pass in context.
 
2) Setup the material:
 
mat->setup(arrayOfBasicColors, twoDimensionalTextureArray, arrayOfColorsRepresentingReflection, arrayOfRefractionPowers, twoDimensionalArrayOfColorsRepresentingRefraction, ObjectShine, ObjectFlags, ObjectBorderColor);
 
NOTE: If you specify only one subset/stage, you can simply put in a pointers to this data, but if you specify more than one subset or stage, you  must implement the data in an array OR pass in NULL. The alpha channel determines how strong the effect of the reflection or refraction will be, and they are both over-riding effects, reflection being the most over-riding of the two. So if refraction’s alpha channel is 1.0, the object’s color and texture will be completely gone, the object will only have the refracted texture on it. If the alpha channel is 0.5, then it will be half refracted texture, half color/diffuse texture. The same works with reflection except that reflection will over-ride refraction, so if an object is 100% refractive and 100% reflective, you will only see the reflection. Where as if the reflection is 50% and refraction is 50%, the distribution of the texture will be 50% reflective, 25% refractive, 25% diffuse. The refractive power float array dictates how much the light bends, so if it is equal to 1.0, the light will not bend at all, where as if it is set to 0.9, it will bend about 10% of the angle of the normal of the fragment.
 
3) Set the material onto the object:
 
object->setMaterial(mat);
 
NOTE: this will convert the object to a material object and attach the material.
 
  
A quick example of how to make a glass like cube would be:
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 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
  <w:LsdException Locked="false" Priority="39" QFormat="true" Name="TOC Heading"/>
 +
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 +
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 +
<style>
 +
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 +
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 +
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 +
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 +
<style>
 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
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 +
<o:shapedefaults v:ext="edit" spidmax="2050"/>
 +
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 +
<o:shapelayout v:ext="edit">
 +
  <o:idmap v:ext="edit" data="1"/>
 +
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 +
</head>
  
iObject* boxy = CreateBox(-10,-10, -10, 10, 10, 10, “opaque”, Colour(1.0f, 1.0f, 1.0f,1.0f);
+
<body lang=EN-CA style='tab-interval:36.0pt'>
iMaterial* mat = CreateMaterial(context);
+
 
float power = 0.9f; //this is just to sidestep the need for an array
+
<div class=WordSection1>
mat->setup(&Colour(0.7f, 0.7f, 0.7f, 0.7f), NULL, &Colour(1.0f, 1.0f, 1.0f, 0.25), &power, &Colour(1.0f, 1.0f, 1.0f, 1.0f));
+
 
boxy->setMaterial(mat);
+
<p class=MsoNormal>Theory behind the Material Class:</p>
I didn’t test the above code so there could be a typo.
+
 
 +
<p class=MsoListParagraphCxSpFirst style='text-indent:-18.0pt;mso-list:l1 level1 lfo4'><![if !supportLists]><span
 +
style='mso-ascii-font-family:Calibri;mso-fareast-font-family:Calibri;
 +
mso-hansi-font-family:Calibri;mso-bidi-font-family:Calibri'><span
 +
style='mso-list:Ignore'>-<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>The material class was originally supposed to encapsulate
 +
all material related data, such as textures, colors, reflectivity etc. The
 +
intention was to replace a lot of the functionality of graphic, so that an
 +
object encapsulates an in world object, graphic encapsulated a static mesh and material
 +
described the appearance of a mesh. <span style='mso-spacerun:yes'> </span>This
 +
way you could have a material attached to many different meshes, so a similar
 +
appearance can be applied amongst many objects. This is similar to the approach
 +
taken by 3DS Max.</p>
 +
 
 +
<p class=MsoListParagraphCxSpLast style='text-indent:-18.0pt;mso-list:l1 level1 lfo4'><![if !supportLists]><span
 +
style='mso-ascii-font-family:Calibri;mso-fareast-font-family:Calibri;
 +
mso-hansi-font-family:Calibri;mso-bidi-font-family:Calibri'><span
 +
style='mso-list:Ignore'>-<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>This approach proved too invasive for others to
 +
implement, so now I have made Material a category, which will shift
 +
responsibility of drawing the object away from graphic and into Material.</p>
 +
 
 +
<p class=MsoNormal>How to implement Environmental Cube Mapping</p>
 +
 
 +
<p class=MsoListParagraphCxSpFirst style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>1)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Download and include the <span class=SpellE>iMaterial.h</span>,
 +
<span class=SpellE>Material.h</span> and Material.cpp into your project.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>2)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add the cube map code from the provided FX file
 +
into your own FX file. If you will be adding there manually, copy the code
 +
between //REF_CUBE_MAP_A# and //END REF_CUBE_MAP_A#, there should be 4 sections
 +
to copy in total</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>3)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Edit the <span class=SpellE>Configuration.h</span>
 +
file<span style='mso-spacerun:yes'>  </span>and add “MATERIAL” to the Category
 +
enumeration</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>4)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Object is now going to need some
 +
adjustments.<span style='mso-spacerun:yes'>  </span>I’ll break this down into a
 +
few components:</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:72.0pt;mso-add-space:
 +
auto;text-indent:-18.0pt;mso-list:l0 level2 lfo1'><![if !supportLists]><span
 +
style='font-family:Symbol;mso-fareast-font-family:Symbol;mso-bidi-font-family:
 +
Symbol'><span style='mso-list:Ignore'>·<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]><span class=SpellE>iObject.h</span></p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>I.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add ‘class <span class=SpellE>iMaterial</span>’
 +
to the top of the file with the rest of the declarations</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>II.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add a virtual getting and setter for the
 +
Object’s material</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>III.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add two more virtual functions, one called <span
 +
class=SpellE>getID</span>, receives an <span class=SpellE>int</span> and
 +
returns an <span class=SpellE>int</span>, and second one called <span
 +
class=SpellE>resetID</span> which receives an <span class=SpellE>int</span> and
 +
returns nothing.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:72.0pt;mso-add-space:
 +
auto;text-indent:-18.0pt;mso-list:l0 level2 lfo1'><![if !supportLists]><span
 +
style='font-family:Symbol;mso-fareast-font-family:Symbol;mso-bidi-font-family:
 +
Symbol'><span style='mso-list:Ignore'>·<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]><span class=SpellE>Object.h</span></p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>I.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add a private <span class=SpellE>iMaterial</span>
 +
pointer to the object named <span class=SpellE>rMaterial</span> (you could
 +
change it to w/e you want, but it won’t be as easy to copy/paste code if you
 +
don’t)</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>II.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Implement the getter and setter in the in the
 +
Object header, in the setter, change the category of the object to MATERIAL.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>III.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Remove the braces after Object’s <span
 +
class=SpellE><span class=GramE>preDraw</span></span><span class=GramE>(</span>)
 +
function, we are going to need to implement this function in the <span
 +
class=SpellE>cpp</span>.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>IV.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add a private <span class=SpellE>int</span>
 +
array called get <span class=SpellE>cubeMapID</span>, which for this
 +
implementation<span class=GramE>,<span style='mso-spacerun:yes'>  </span>it</span>
 +
can be an array of 2 items, since reflection depth will not be implemented.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>V.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Implement <span class=SpellE>getID</span> and <span
 +
class=SpellE>resetID</span>, get id returns the <span class=SpellE>int</span>
 +
at level in the <span class=SpellE>cubeMapID</span> array (return <span
 +
class=SpellE><span class=GramE>cubeMapID</span></span><span class=GramE>[</span>level];)
 +
and <span class=SpellE>resetID</span> sets the <span class=SpellE>int</span> at
 +
level in the <span class=SpellE>cubeMapID</span> to -1.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:72.0pt;mso-add-space:
 +
auto;text-indent:-18.0pt;mso-list:l0 level2 lfo1'><![if !supportLists]><span
 +
style='font-family:Symbol;mso-fareast-font-family:Symbol;mso-bidi-font-family:
 +
Symbol'><span style='mso-list:Ignore'>·<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Object.cpp</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>I.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Add ‘#<span class=GramE>include</span> <span
 +
class=SpellE>iMaterial.h</span>’ at the top.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>II.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>In the object constructor add ‘<span
 +
class=SpellE>rMaterial</span> = NULL’, just to be safe, also set <span
 +
class=SpellE>cubeMapID</span> [0] and [1] to -1.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>III.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>In the object’s = operator, set <span
 +
class=SpellE><span class=GramE>CubeMapID</span></span><span class=GramE>[</span>0]
 +
and [1] to -1.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>IV.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>In the Object’s attach function,<span
 +
style='mso-spacerun:yes'>  </span>check if the category is set to MATERIAL and
 +
that <span class=SpellE>rMaterial</span> isn’t NULL, if true, use Material’s <span
 +
class=SpellE>setStage</span>, if category is not set to MATERIALS then use the
 +
code already there (Remember, if reading this is confusing, you can always copy
 +
the code, this is just trying to explain what to do)</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>V.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Above the draw function, add the implementation
 +
of the <span class=SpellE>preDraw</span>, which is simple. Check if the
 +
category is set to MATERIAL and <span class=SpellE>rMaterial</span> isn’t NULL,
 +
if true, set the <span class=SpellE>cubeMapID</span> (at index of <span
 +
class=SpellE>rMaterial</span>-&gt;<span class=SpellE><span class=GramE>getDepth</span></span><span
 +
class=GramE>(</span>)) to <span class=SpellE>dthe</span> result of <span
 +
class=SpellE>rMaterial</span>-&gt;<span class=SpellE>getCubeID</span>(this).
 +
Finally call the <span class=SpellE>preDraw</span> function on <span
 +
class=SpellE>rMaterial</span> and pass it a reference to the object (this), <span
 +
class=SpellE>vertexlist</span> pointer, and scene pointer.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>VI.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Mod the Object’s draw function to test if the
 +
category is set to MATERIAL, if it is and<span style='mso-spacerun:yes'> 
 +
</span><span class=SpellE>rMaterial</span> isn’t NULL, call the draw function
 +
on the material (passing in the object and scene) in place of using the attach
 +
and draw code in the function, the report should occur regardless.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:108.0pt;mso-add-space:
 +
auto;text-indent:-108.0pt;mso-text-indent-alt:-9.0pt;mso-list:l0 level3 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'><span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span>VII.<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>In the suspend code, check if <span
 +
class=SpellE>rMaterial</span> is NULL, if not, call suspend on it. Do the same
 +
for release.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>5)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Open Display.cpp,<span
 +
style='mso-spacerun:yes'>  </span>#include <span class=SpellE>Material.h</span>
 +
and call the static function <span class=SpellE>connectDevice</span> from
 +
Material, this will give material access to the device and below, call the
 +
static function <span class=SpellE>connectEffect</span>, giving Material access
 +
to the effect file.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>6)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>The system requires a knowledge of the vertices
 +
of the in a mesh, so you have to go to <span class=SpellE>iVertex</span> list
 +
and add two virtual functions<span class=GramE>,<span
 +
style='mso-spacerun:yes'>  </span>‘<span class=SpellE>int</span></span> <span
 +
class=SpellE>getNumOfVerts</span>()’ and ‘Vertex* <span class=SpellE>getVertitices</span>()’.
 +
Now you have to go into the <span class=SpellE>VertexList</span> class,
 +
implement these functions to return <span class=SpellE>nVertices</span> and
 +
Vertex.<span style='mso-spacerun:yes'>  </span>You also need to make an
 +
implementation for stock mesh, simply give return NULL for both stock mesh
 +
implementations. <br>
 +
NOTE: If you already have your object’s center and radius calculated or easily
 +
accessible, you can skip this step and alter the code in the Material class to
 +
use that data instead of calculating the center from the vertex list.</p>
 +
 
 +
<p class=MsoListParagraphCxSpLast style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>7)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Open Design.cpp and #include <span class=SpellE>iMaterial.h</span>.<span
 +
style='mso-spacerun:yes'>  </span>Add scene-&gt;<span class=GramE>draw(</span>MATERIAL);
 +
to Design’s draw function and scene-&gt;draw(MATERIAL); to Design’s <span
 +
class=SpellE>preDraw</span>.</p>
 +
 
 +
<p class=MsoNormal>This will give you the ability to use the Material class
 +
with your object to give them a nice reflective or refracting effect.</p>
 +
 
 +
<p class=MsoNormal>How to use Material:</p>
 +
 
 +
<p class=MsoNormal>To use a material, follow these few steps:</p>
 +
 
 +
<p class=MsoListParagraphCxSpFirst style='margin-left:54.0pt;mso-add-space:
 +
auto;text-indent:-18.0pt;mso-list:l3 level1 lfo5'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>1)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Create a Material<span class=GramE>:</span><br>
 +
<span class=SpellE><i style='mso-bidi-font-style:normal'>iMaterial</i></span><i
 +
style='mso-bidi-font-style:normal'>* mat = <span class=SpellE>CreateMaterial</span>(<span
 +
class=SpellE>contextPointer</span>, <span class=SpellE>numberOfStages</span>, <span
 +
class=SpellE>numberOfSubsets</span>);<br>
 +
</i>NOTES: if the material only have one stage and subset, only pass in
 +
context.</p>
 +
 
 +
<p class=MsoListParagraphCxSpMiddle style='margin-left:54.0pt;mso-add-space:
 +
auto;text-indent:-18.0pt;mso-list:l3 level1 lfo5'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>2)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Setup the material<span class=GramE>:</span><br>
 +
<i style='mso-bidi-font-style:normal'>mat-&gt;setup(<span class=SpellE>arrayOfBasicColors</span>,
 +
<span class=SpellE>twoDimensionalTextureArray</span>, <span class=SpellE>arrayOfColorsRepresentingReflection</span>,
 +
<span class=SpellE>arrayOfRefractionPowers</span>, <span class=SpellE>twoDimensionalArrayOfColorsRepresentingRefraction</span>,
 +
<span class=SpellE>ObjectShine</span>, <span class=SpellE>ObjectFlags</span>, <span
 +
class=SpellE>ObjectBorderColor</span>);</i><br>
 +
NOTE: If you specify only one subset/stage, you can simply put in a pointers to
 +
this data, but if you specify more than one subset or stage, you <span
 +
style='mso-spacerun:yes'> </span>must implement the data in an array OR pass in
 +
NULL. The alpha channel determines how strong the effect of the reflection or
 +
refraction will be, and they are both over-riding effects, reflection being the
 +
most over-riding of the two. <span style='mso-spacerun:yes'> </span>So if
 +
refraction’s alpha channel is 1.0, the object’s color and texture will be
 +
completely gone, the object will only have the refracted texture on it. If the
 +
alpha channel is 0.5, then it will be half refracted texture, half
 +
color/diffuse texture. The same works with reflection except that reflection
 +
will over-ride refraction, so if an object is 100% refractive and 100%
 +
reflective, you will only see the reflection. Where as if the reflection is 50%
 +
and refraction is 50%, the distribution of the texture will be 50% reflective,
 +
25% refractive, 25% diffuse. The refractive power float array dictates how much
 +
the light bends, so if it is equal to 1.0, the light will not bend at all,
 +
where as if it is set to 0.9, it will bend about 10% of the angle of the normal
 +
of the fragment.</p>
 +
 
 +
<p class=MsoListParagraphCxSpLast style='margin-left:54.0pt;mso-add-space:auto;
 +
text-indent:-18.0pt;mso-list:l3 level1 lfo5'><![if !supportLists]><span
 +
style='mso-bidi-font-family:Calibri;mso-bidi-theme-font:minor-latin'><span
 +
style='mso-list:Ignore'>3)<span style='font:7.0pt "Times New Roman"'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 +
</span></span></span><![endif]>Set the material onto the object<span
 +
class=GramE>:</span><br>
 +
<i style='mso-bidi-font-style:normal'>object-&gt;<span class=SpellE>setMaterial</span>(mat);</i><br>
 +
NOTE: this will convert the object to a material object and attach the
 +
material.</p>
 +
 
 +
<p class=MsoNormal><o:p>&nbsp;</o:p></p>
 +
 
 +
<p class=MsoNormal>A quick example of how to make a glass like cube would be:</p>
 +
 
 +
<p class=MsoNormal><br>
 +
<span class=SpellE><i style='mso-bidi-font-style:normal'>iObject</i></span><i
 +
style='mso-bidi-font-style:normal'>* boxy = <span class=SpellE>CreateBox</span>(-10,-10,
 +
-10, 10, 10, 10, “opaque”, Colour(1.0f, 1.0f, 1.0f,1.0f);<br>
 +
<span class=SpellE>iMaterial</span>* mat = <span class=SpellE>CreateMaterial</span>(context);<br>
 +
float power = 0.9f; //this is just to sidestep the need for an array<br>
 +
mat-&gt;setup(&amp;Colour(0.7f, 0.7f, 0.7f, 0.7f), NULL, &amp;Colour(1.0f,
 +
1.0f, 1.0f, 0.25), &amp;power, &amp;Colour(1.0f, 1.0f, 1.0f, 1.0f));<br>
 +
boxy-&gt;<span class=SpellE>setMaterial</span>(mat);<o:p></o:p></i></p>
 +
 
 +
<p class=MsoNormal>I didn’t test the above code so there could be a typo.</p>
 +
 
 +
</div>
 +
 
 +
</body>
 +
 
 +
</html>

Revision as of 05:45, 14 April 2011

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Theory behind the Material Class:

<![if !supportLists]>-          <![endif]>The material class was originally supposed to encapsulate all material related data, such as textures, colors, reflectivity etc. The intention was to replace a lot of the functionality of graphic, so that an object encapsulates an in world object, graphic encapsulated a static mesh and material described the appearance of a mesh.  This way you could have a material attached to many different meshes, so a similar appearance can be applied amongst many objects. This is similar to the approach taken by 3DS Max.

<![if !supportLists]>-          <![endif]>This approach proved too invasive for others to implement, so now I have made Material a category, which will shift responsibility of drawing the object away from graphic and into Material.

How to implement Environmental Cube Mapping

<![if !supportLists]>1)      <![endif]>Download and include the iMaterial.h, Material.h and Material.cpp into your project.

<![if !supportLists]>2)      <![endif]>Add the cube map code from the provided FX file into your own FX file. If you will be adding there manually, copy the code between //REF_CUBE_MAP_A# and //END REF_CUBE_MAP_A#, there should be 4 sections to copy in total

<![if !supportLists]>3)      <![endif]>Edit the Configuration.h file  and add “MATERIAL” to the Category enumeration

<![if !supportLists]>4)      <![endif]>Object is now going to need some adjustments.  I’ll break this down into a few components:

<![if !supportLists]>·         <![endif]>iObject.h

<![if !supportLists]>                                                              I.      <![endif]>Add ‘class iMaterial’ to the top of the file with the rest of the declarations

<![if !supportLists]>                                                            II.      <![endif]>Add a virtual getting and setter for the Object’s material

<![if !supportLists]>                                                          III.      <![endif]>Add two more virtual functions, one called getID, receives an int and returns an int, and second one called resetID which receives an int and returns nothing.

<![if !supportLists]>·         <![endif]>Object.h

<![if !supportLists]>                                                              I.      <![endif]>Add a private iMaterial pointer to the object named rMaterial (you could change it to w/e you want, but it won’t be as easy to copy/paste code if you don’t)

<![if !supportLists]>                                                            II.      <![endif]>Implement the getter and setter in the in the Object header, in the setter, change the category of the object to MATERIAL.

<![if !supportLists]>                                                          III.      <![endif]>Remove the braces after Object’s preDraw() function, we are going to need to implement this function in the cpp.

<![if !supportLists]>                                                          IV.      <![endif]>Add a private int array called get cubeMapID, which for this implementation,  it can be an array of 2 items, since reflection depth will not be implemented.

<![if !supportLists]>                                                            V.      <![endif]>Implement getID and resetID, get id returns the int at level in the cubeMapID array (return cubeMapID[level];) and resetID sets the int at level in the cubeMapID to -1.

<![if !supportLists]>·         <![endif]>Object.cpp

<![if !supportLists]>                                                              I.      <![endif]>Add ‘#include iMaterial.h’ at the top.

<![if !supportLists]>                                                            II.      <![endif]>In the object constructor add ‘rMaterial = NULL’, just to be safe, also set cubeMapID [0] and [1] to -1.

<![if !supportLists]>                                                          III.      <![endif]>In the object’s = operator, set CubeMapID[0] and [1] to -1.

<![if !supportLists]>                                                          IV.      <![endif]>In the Object’s attach function,  check if the category is set to MATERIAL and that rMaterial isn’t NULL, if true, use Material’s setStage, if category is not set to MATERIALS then use the code already there (Remember, if reading this is confusing, you can always copy the code, this is just trying to explain what to do)

<![if !supportLists]>                                                            V.      <![endif]>Above the draw function, add the implementation of the preDraw, which is simple. Check if the category is set to MATERIAL and rMaterial isn’t NULL, if true, set the cubeMapID (at index of rMaterial->getDepth()) to dthe result of rMaterial->getCubeID(this). Finally call the preDraw function on rMaterial and pass it a reference to the object (this), vertexlist pointer, and scene pointer.

<![if !supportLists]>                                                          VI.      <![endif]>Mod the Object’s draw function to test if the category is set to MATERIAL, if it is and  rMaterial isn’t NULL, call the draw function on the material (passing in the object and scene) in place of using the attach and draw code in the function, the report should occur regardless.

<![if !supportLists]>                                                        VII.      <![endif]>In the suspend code, check if rMaterial is NULL, if not, call suspend on it. Do the same for release.

<![if !supportLists]>5)      <![endif]>Open Display.cpp,  #include Material.h and call the static function connectDevice from Material, this will give material access to the device and below, call the static function connectEffect, giving Material access to the effect file.

<![if !supportLists]>6)      <![endif]>The system requires a knowledge of the vertices of the in a mesh, so you have to go to iVertex list and add two virtual functions,  int getNumOfVerts()’ and ‘Vertex* getVertitices()’. Now you have to go into the VertexList class, implement these functions to return nVertices and Vertex.  You also need to make an implementation for stock mesh, simply give return NULL for both stock mesh implementations.
NOTE: If you already have your object’s center and radius calculated or easily accessible, you can skip this step and alter the code in the Material class to use that data instead of calculating the center from the vertex list.

<![if !supportLists]>7)      <![endif]>Open Design.cpp and #include iMaterial.h.  Add scene->draw(MATERIAL); to Design’s draw function and scene->draw(MATERIAL); to Design’s preDraw.

This will give you the ability to use the Material class with your object to give them a nice reflective or refracting effect.

How to use Material:

To use a material, follow these few steps:

<![if !supportLists]>1)      <![endif]>Create a Material:
iMaterial* mat = CreateMaterial(contextPointer, numberOfStages, numberOfSubsets);
NOTES: if the material only have one stage and subset, only pass in context.

<![if !supportLists]>2)      <![endif]>Setup the material:
mat->setup(arrayOfBasicColors, twoDimensionalTextureArray, arrayOfColorsRepresentingReflection, arrayOfRefractionPowers, twoDimensionalArrayOfColorsRepresentingRefraction, ObjectShine, ObjectFlags, ObjectBorderColor);
NOTE: If you specify only one subset/stage, you can simply put in a pointers to this data, but if you specify more than one subset or stage, you  must implement the data in an array OR pass in NULL. The alpha channel determines how strong the effect of the reflection or refraction will be, and they are both over-riding effects, reflection being the most over-riding of the two.  So if refraction’s alpha channel is 1.0, the object’s color and texture will be completely gone, the object will only have the refracted texture on it. If the alpha channel is 0.5, then it will be half refracted texture, half color/diffuse texture. The same works with reflection except that reflection will over-ride refraction, so if an object is 100% refractive and 100% reflective, you will only see the reflection. Where as if the reflection is 50% and refraction is 50%, the distribution of the texture will be 50% reflective, 25% refractive, 25% diffuse. The refractive power float array dictates how much the light bends, so if it is equal to 1.0, the light will not bend at all, where as if it is set to 0.9, it will bend about 10% of the angle of the normal of the fragment.

<![if !supportLists]>3)      <![endif]>Set the material onto the object:
object->setMaterial(mat);
NOTE: this will convert the object to a material object and attach the material.

<o:p> </o:p>

A quick example of how to make a glass like cube would be:


iObject* boxy = CreateBox(-10,-10, -10, 10, 10, 10, “opaque”, Colour(1.0f, 1.0f, 1.0f,1.0f);
iMaterial* mat = CreateMaterial(context);
float power = 0.9f; //this is just to sidestep the need for an array
mat->setup(&Colour(0.7f, 0.7f, 0.7f, 0.7f), NULL, &Colour(1.0f, 1.0f, 1.0f, 0.25), &power, &Colour(1.0f, 1.0f, 1.0f, 1.0f));
boxy->setMaterial(mat);<o:p></o:p>

I didn’t test the above code so there could be a typo.

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