当前位置: 首页>>代码示例>>C++>>正文


C++ ShadingPoint::get_point方法代码示例

本文整理汇总了C++中ShadingPoint::get_point方法的典型用法代码示例。如果您正苦于以下问题:C++ ShadingPoint::get_point方法的具体用法?C++ ShadingPoint::get_point怎么用?C++ ShadingPoint::get_point使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ShadingPoint的用法示例。


在下文中一共展示了ShadingPoint::get_point方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: assert

DirectLightingIntegrator::DirectLightingIntegrator(
    const ShadingContext&       shading_context,
    const LightSampler&         light_sampler,
    const ShadingPoint&         shading_point,
    const Vector3d&             outgoing,
    const BSDF&                 bsdf,
    const void*                 bsdf_data,
    const int                   bsdf_sampling_modes,
    const int                   light_sampling_modes,
    const size_t                bsdf_sample_count,
    const size_t                light_sample_count,
    const bool                  indirect)
  : m_shading_context(shading_context)
  , m_light_sampler(light_sampler)
  , m_shading_point(shading_point)
  , m_point(shading_point.get_point())
  , m_geometric_normal(shading_point.get_geometric_normal())
  , m_shading_basis(shading_point.get_shading_basis())
  , m_time(shading_point.get_time())
  , m_outgoing(outgoing)
  , m_bsdf(bsdf)
  , m_bsdf_data(bsdf_data)
  , m_bsdf_sampling_modes(bsdf_sampling_modes)
  , m_light_sampling_modes(light_sampling_modes)
  , m_bsdf_sample_count(bsdf_sample_count)
  , m_light_sample_count(light_sample_count)
  , m_indirect(indirect)
{
    assert(is_normalized(outgoing));
}
开发者ID:Tanmay-r,项目名称:appleseed,代码行数:30,代码来源:directlightingintegrator.cpp

示例2: add_back_lighting

        void add_back_lighting(
            const InputValues&      values,
            SamplingContext&        sampling_context,
            const PixelContext&     pixel_context,
            const ShadingContext&   shading_context,
            const ShadingPoint&     shading_point,
            Spectrum&               radiance,
            SpectrumStack&          aovs) const
        {
            const Vector3d& p = shading_point.get_point();
            const Vector3d& n = shading_point.get_original_shading_normal();
            const Vector3d& d = shading_point.get_ray().m_dir;

            // Construct a ray perpendicular to the other side of the surface.
            ShadingRay back_ray(shading_point.get_ray());
            back_ray.m_tmax *= norm(d);
            back_ray.m_dir = dot(d, n) > 0.0 ? -n : n;
            back_ray.m_org = p - back_ray.m_tmax * back_ray.m_dir;

            ShadingPoint back_shading_point(shading_point);
            back_shading_point.set_ray(back_ray);

            Spectrum back_radiance(0.0f);
            SpectrumStack back_aovs(aovs.size(), 0.0f);

            // Compute back lighting.
            for (size_t i = 0; i < m_back_lighting_samples; ++i)
            {
                shading_context.get_lighting_engine()->compute_lighting(
                    sampling_context,
                    pixel_context,
                    shading_context,
                    back_shading_point,
                    back_radiance,
                    back_aovs);
            }

            // Apply translucency factor.
            back_radiance *= values.m_translucency;
            back_aovs *= values.m_translucency;

            // Divide by the number of samples.
            const float rcp_sample_count = 1.0f / static_cast<float>(m_back_lighting_samples);
            back_radiance *= rcp_sample_count;
            back_aovs *= rcp_sample_count;

            // Add back lighting contribution.
            radiance += back_radiance;
            aovs += back_aovs;
        }
开发者ID:,项目名称:,代码行数:50,代码来源:

示例3: sample

size_t SubsurfaceSampler::sample(
    SamplingContext&        sampling_context,
    const ShadingPoint&     outgoing_point,
    const BSSRDF&           bssrdf,
    const void*             bssrdf_data,
    SubsurfaceSample        samples[],
    const size_t            max_sample_count)
{
    assert(max_sample_count > 0);

    // Sample the diffusion profile.
    BSSRDFSample bssrdf_sample(sampling_context);
    if (!bssrdf.sample(bssrdf_data, bssrdf_sample))
        return 0;

    // Reject points too far away.
    // This introduces negligible bias in comparison to the other approximations.
    const Vector2d& point(bssrdf_sample.get_point());
    const double radius2 = square_norm(point);
    const double rmax2 = bssrdf_sample.get_rmax2();
    if (radius2 > rmax2)
        return 0;

    // Evaluate the PDF of the diffusion profile.
    const double radius = sqrt(radius2);
    const double bssrdf_sample_pdf =
        bssrdf.evaluate_pdf(bssrdf_data, bssrdf_sample.get_channel(), radius);

    // Pick a sampling basis.
    sampling_context.split_in_place(1, 1);
    Axis sampling_axis;
    Basis3d sampling_basis;
    double sampling_basis_pdf;
    pick_sampling_basis(
        outgoing_point.get_shading_basis(),
        sampling_context.next_double2(),
        sampling_axis,
        sampling_basis,
        sampling_basis_pdf);

    // Compute height of sample point on (positive) hemisphere of radius Rmax.
    assert(rmax2 >= radius2);
    const double h = sqrt(rmax2 - radius2);

    // Compute sphere entry and exit points.
    Vector3d entry_point, exit_point;
    entry_point = exit_point = outgoing_point.get_point();
    entry_point += sampling_basis.transform_to_parent(Vector3d(point[0], +h, point[1]));
    exit_point += sampling_basis.transform_to_parent(Vector3d(point[0], -h, point[1]));
    assert(feq(norm(exit_point - entry_point), 2.0 * h, 1.0e-9));

    // Build a probe ray inscribed inside the sphere of radius Rmax.
    ShadingRay probe_ray(
        entry_point,
        -sampling_basis.get_normal(),
        0.0,
        2.0 * h,
        outgoing_point.get_time(),
        VisibilityFlags::ProbeRay,
        outgoing_point.get_ray().m_depth + 1);

    const Material* material = outgoing_point.get_material();
    ShadingPoint shading_points[2];
    size_t shading_point_index = 0;
    ShadingPoint* parent_shading_point = 0;

    size_t sample_count = 0;

    // Trace the ray and return all intersections (or up to max_sample_count of them) found inside the sphere.
    while (true)
    {
        // Continue tracing the ray.
        shading_points[shading_point_index].clear();
        if (!m_shading_context.get_intersector().trace(
                probe_ray,
                shading_points[shading_point_index],
                parent_shading_point))
            break;

        // Only consider points lying on surfaces with the same material as the outgoing point.
        if (shading_points[shading_point_index].get_material() == material)
        {
            // Execute the OSL shader if we have one. Needed for bump mapping.
#ifdef APPLESEED_WITH_OSL
            if (material->has_osl_surface())
            {
                sampling_context.split_in_place(1, 1);
                m_shading_context.execute_osl_bump(
                    *material->get_osl_surface(),
                    shading_points[shading_point_index],
                    sampling_context.next_double2());
            }
#endif
            SubsurfaceSample& sample = samples[sample_count++];
            sample.m_point = shading_points[shading_point_index];

            // Compute sample probability.
            sample.m_probability =
                  bssrdf_sample_pdf
                * sampling_basis_pdf
//.........这里部分代码省略.........
开发者ID:Vertexwahn,项目名称:appleseed,代码行数:101,代码来源:subsurfacesampler.cpp

示例4: evaluate


//.........这里部分代码省略.........
                // Execute the OSL shader if there is one.
                if (material_data.m_shader_group)
                {
                    sampling_context.split_in_place(2, 1);
                    shading_context.execute_osl_bump(
                        *material_data.m_shader_group,
                        shading_point,
                        sampling_context.next_vector2<2>());
                }
            }
#endif

            const Vector3d v =
                m_shading_mode == ShadingNormal ? shading_point.get_shading_basis().get_normal() :
                m_shading_mode == Tangent ? shading_point.get_shading_basis().get_tangent_u() :
                shading_point.get_shading_basis().get_tangent_v();

            shading_result.set_main_to_linear_rgb(vector3_to_color(v));
        }
        break;

      case GeometricNormal:
        shading_result.set_main_to_linear_rgb(
            vector3_to_color(shading_point.get_geometric_normal()));
        break;

      case OriginalShadingNormal:
        shading_result.set_main_to_linear_rgb(
            vector3_to_color(shading_point.get_original_shading_normal()));
        break;

      case WorldSpacePosition:
        {
            const Vector3d& p = shading_point.get_point();
            shading_result.set_main_to_linear_rgb(
                Color3f(Color3d(p.x, p.y, p.z)));
        }
        break;

      case Sides:
        shading_result.set_main_to_linear_rgb(
            shading_point.get_side() == ObjectInstance::FrontSide
                ? Color3f(0.0f, 0.0f, 1.0f)
                : Color3f(1.0f, 0.0f, 0.0f));
        break;

      case Depth:
        shading_result.set_main_to_linear_rgb(
            Color3f(static_cast<float>(shading_point.get_distance())));
        break;

      case ScreenSpaceWireframe:
        {
            // Initialize the shading result to the background color.
            shading_result.set_main_to_linear_rgba(Color4f(0.0f, 0.0f, 0.8f, 0.5f));

            if (shading_point.is_triangle_primitive())
            {
                // Film space thickness of the wires.
                const double SquareWireThickness = square(0.00025);

                // Retrieve the time, the scene and the camera.
                const double time = shading_point.get_time().m_absolute;
                const Scene& scene = shading_point.get_scene();
                const Camera& camera = *scene.get_camera();
开发者ID:johnhaddon,项目名称:appleseed,代码行数:66,代码来源:diagnosticsurfaceshader.cpp

示例5: do_trace_same_material

bool Intersector::do_trace_same_material(
    const ShadingRay&               ray,
    const ShadingPoint&             parent_shading_point,
    const bool                      offset_origin,
    ShadingPoint&                   shading_point) const
{
    ShadingRay up_ray(ray);
    ShadingRay down_ray(ray);
    down_ray.m_dir = -down_ray.m_dir;

    if (offset_origin)
    {
        parent_shading_point.refine_and_offset();
        const Vector3d offset =
            parent_shading_point.get_offset_point(down_ray.m_dir) - parent_shading_point.get_point();
        up_ray.m_org += offset;
    }

    const Material* parent_material = parent_shading_point.get_material();

    // Trace the ray.
    ShadingPoint up_shading_point;
    trace_back_sides(
        up_ray,
        up_shading_point);

    // Discard objects with different materials.
    if (up_shading_point.hit())
    {
        if (up_shading_point.get_opposite_material() != parent_material)
            up_shading_point.clear();
    }

    // Trace the opposite ray.
    ShadingPoint down_shading_point;
    trace_back_sides(
        down_ray,
        down_shading_point);

    // Discard objects with different materials.
    if (down_shading_point.hit())
    {
        if (down_shading_point.get_opposite_material() != parent_material)
            down_shading_point.clear();
    }

    // Keep the nearest hit, if any.
    if (up_shading_point.hit() && down_shading_point.hit())
    {
        shading_point =
            up_shading_point.get_distance() < down_shading_point.get_distance() ? up_shading_point : down_shading_point;

        return true;
    }
    else if (up_shading_point.hit())
    {
        shading_point = up_shading_point;
        return true;
    }
    else if (down_shading_point.hit())
    {
        shading_point = down_shading_point;
        return true;
    }

    return false;
}
开发者ID:victorqin,项目名称:appleseed,代码行数:67,代码来源:intersector.cpp


注:本文中的ShadingPoint::get_point方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。