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C++ ShadingPoint::get_side方法代码示例

本文整理汇总了C++中ShadingPoint::get_side方法的典型用法代码示例。如果您正苦于以下问题:C++ ShadingPoint::get_side方法的具体用法?C++ ShadingPoint::get_side怎么用?C++ ShadingPoint::get_side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_side方法的2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: compute_ibl_bssrdf_sampling

void compute_ibl_bssrdf_sampling(
    SamplingContext&        sampling_context,
    const ShadingContext&   shading_context,
    const EnvironmentEDF&   environment_edf,
    const BSSRDF&           bssrdf,
    const void*             bssrdf_data,
    const ShadingPoint&     incoming_point,
    const ShadingPoint&     outgoing_point,
    const Dual3d&           outgoing,
    const size_t            bssrdf_sample_count,
    const size_t            env_sample_count,
    Spectrum&               radiance)
{
    assert(is_normalized(outgoing.get_value()));

    radiance.set(0.0f);

    sampling_context.split_in_place(2, bssrdf_sample_count);

    for (size_t i = 0; i < bssrdf_sample_count; ++i)
    {
        // Generate a uniform sample in [0,1)^2.
        const Vector2d s = sampling_context.next_vector2<2>();

        // Sample the BSSRDF (hemisphere cosine).
        Vector3d incoming = sample_hemisphere_cosine(s);
        const double cos_in = incoming.y;
        const double bssrdf_prob = cos_in * RcpPi;
        incoming = incoming_point.get_shading_basis().transform_to_parent(incoming);
        if (incoming_point.get_side() == ObjectInstance::BackSide)
            incoming = -incoming;
        assert(is_normalized(incoming));

        // Discard occluded samples.
        const double transmission =
            shading_context.get_tracer().trace(
                incoming_point,
                incoming,
                VisibilityFlags::ShadowRay);
        if (transmission == 0.0)
            continue;

        // Evaluate the BSSRDF.
        Spectrum bssrdf_value;
        bssrdf.evaluate(
            bssrdf_data,
            outgoing_point,
            outgoing.get_value(),
            incoming_point,
            incoming,
            bssrdf_value);

        // Evaluate the environment's EDF.
        InputEvaluator input_evaluator(shading_context.get_texture_cache());
        Spectrum env_value;
        double env_prob;
        environment_edf.evaluate(
            shading_context,
            input_evaluator,
            incoming,
            env_value,
            env_prob);

        // Compute MIS weight.
        const double mis_weight =
            mis_power2(
                bssrdf_sample_count * bssrdf_prob,
                env_sample_count * env_prob);

        // Add the contribution of this sample to the illumination.
        env_value *= static_cast<float>(transmission * cos_in / bssrdf_prob * mis_weight);
        env_value *= bssrdf_value;
        radiance += env_value;
    }

    if (bssrdf_sample_count > 1)
        radiance /= static_cast<float>(bssrdf_sample_count);
}
开发者ID:caomw,项目名称:appleseed,代码行数:78,代码来源:imagebasedlighting.cpp

示例2: evaluate


//.........这里部分代码省略.........
                }
            }
#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();

                // Compute the film space coordinates of the intersection point.
                Vector2d point_ndc;
                camera.project_point(time, shading_point.get_point(), point_ndc);

                // Loop over the triangle edges.
                for (size_t i = 0; i < 3; ++i)
                {
                    // Retrieve the end points of this edge.
开发者ID:johnhaddon,项目名称:appleseed,代码行数:67,代码来源:diagnosticsurfaceshader.cpp


注:本文中的ShadingPoint::get_side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。