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C# Normal.Dot方法代码示例

本文整理汇总了C#中Normal.Dot方法的典型用法代码示例。如果您正苦于以下问题:C# Normal.Dot方法的具体用法?C# Normal.Dot怎么用?C# Normal.Dot使用的例子?那么恭喜您, 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Normal的用法示例。


在下文中一共展示了Normal.Dot方法的4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: Sample_f

        public override void Sample_f(ref Vector wo, ref Normal Normal, ref Normal shadeNormal, ref RgbSpectrum in_f, float u0, float u1, float u2, ref SurfaceTextureData surfaceData, out BsdfSampleData result)
        {
            result.Lambda = 0f;

            EvalParams(ref surfaceData);
            Assert.IsTrue(!Krefl.IsBlack());
            Assert.IsTrue(!Krefrct.IsBlack());

            Vector rayDir = -wo;
            var N = shadeNormal;
            var shadeN = shadeNormal;
            var wi = new Vector();

            var N1 = N.ToVec();
            var reflDir = rayDir - (2f * (Normal.Dot(ref N, ref rayDir))) * N1;

            // Ray from outside going in ?
            bool into = ((Normal.Dot(ref N, ref shadeN)) > 0);

            float nc = ousideIor;
            bool disperse = in_f.y() > u0;


            float nt = ior + (disperse ? (1f - in_f.y())/10f : 0f);
            if (disperse)
            {
                Krefrct = in_f.MaxAsSingle()*in_f;
                //SampledSpectrum.ReflRainbow[(int) Math.Round((SampledSpectrum.ReflRainbow.Length-1)*u2)];
            }

            float nnt = into ? (nc / nt) : (nt / nc);
            float ddn = (rayDir & shadeN.ToVec());
            float cos2t = 1f - nnt * nnt * (1f - ddn * ddn);
            result.F = RgbSpectrum.UnitSpectrum();
            // Total internal reflection
            if (cos2t < 0f)
            {
                wi = reflDir;
                result.Pdf = 1f;
                result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefl;
                result.Wi = wi;
                return;
            }

            float kk = (into ? 1f : -1f) * (ddn * nnt + MathLab.Sqrt((cos2t)));
            Vector nkk = kk * N1;
            Vector transDir = (nnt * rayDir - nkk).Normalize();

            float c = 1f - (into ? -ddn : (transDir & N1));

            float Re = R0 + (1f - R0) * c * c * c * c * c;
            float Tr = 1f - Re;
            float P = .25f + .5f * Re;

            if (Tr.NearEqual(0f))
            {
                if (Re.NearEqual(0f))
                {
                    result.Pdf = 0f;
                    result.Type = BrdfType.Specular;
                    result.F = new RgbSpectrum(0f);
                }
                else
                {
                    (wi) = reflDir;
                    result.Pdf = 1f;
                    result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                    result.F = Krefl;
                }
            }
            else if (Re.NearEqual(0f))
            {
                (wi) = transDir;

                result.Pdf = 1f;
                result.Type = transmitionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefrct;

            }
            else if (u0 < P)
            {
                (wi) = reflDir;
                result.Pdf = P / Re;
                result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefl;
            }
            else
            {
                if (u0 > u1)
                {
                    //(wi) = SampleTransmissionDirection(u0, u1, ref transDir);
                    wi = transDir;
                    result.F = Krefrct;
                    //SampleTransmission(u1, u2, ref Krefrct);
                }
                else
                {
                    wi = transDir;
                    result.F = Krefrct;
//.........这里部分代码省略.........
开发者ID:HungryBear,项目名称:rayden,代码行数:101,代码来源:DispersiveGlassMaterial.cs

示例2: MolifyReflection

 public static float MolifyReflection(float molif_r, ref Vector l, ref Vector rd, ref Normal n, ref Normal nl, float dist)
 {
     var cos_max = 1f / Sqrt(1f + (molif_r / dist) * (molif_r / dist));// Cone angle
     var solid_angle = 2f * M_PI * (1f - cos_max); // Solid angle of the cone
     var outv = rd - (n * 2 * n.Dot(ref rd)).ToVec(); // Reflection vector
     return l.Dot(ref outv) >= cos_max ? (1f / solid_angle) / l.Dot(ref outv) : 0f; // Mollify
 }
开发者ID:HungryBear,项目名称:rayden,代码行数:7,代码来源:MathLab.cs

示例3: MolifyRefraction

        public static float MolifyRefraction(float molif_r, ref Vector l, ref Vector rd, ref Normal n, ref Normal nl, float dist, float nc = 1f, float nt = 1.5f)
        {
            var cos_max = 1f / Sqrt(1f + (molif_r / dist) * (molif_r / dist));// Cone angle
            var solid_angle = 2f * M_PI * (1f - cos_max); // Solid angle of the cone
            var outv = rd - (n * 2 * n.Dot(ref rd)).ToVec(); // Reflection vector


            float nnt = n.Dot(ref nl) > 0 ? nc / nt : nt / nc, ddn = rd.Dot(ref nl), cos2t;
            if ((cos2t = 1 - nnt * nnt * (1 - ddn * ddn)) > 0) // Refraction vector
                outv = (rd * nnt - (n * ((n.Dot(ref nl) > 0 ? 1 : -1) * (ddn * nnt + Sqrt(cos2t)))).ToVec()).Normalize();

            return l.Dot(ref outv) >= cos_max ? (1f / solid_angle) / l.Dot(ref outv) : 0f; // Mollify
        }
开发者ID:HungryBear,项目名称:rayden,代码行数:13,代码来源:MathLab.cs

示例4: Sample_f

        public override void Sample_f(ref Vector wo, ref Normal Normal, ref Normal shadeNormal, ref RgbSpectrum in_f, float u0, float u1, float u2, ref SurfaceTextureData surfaceData, out BsdfSampleData result)
        {
            result.Lambda = 0f;
            result.Type = this.Type;
            EvalParams(ref surfaceData);
#if VERBOSE
            Assert.IsTrue(!Krefl.IsBlack());
            Assert.IsTrue(!Krefrct.IsBlack());
#endif

            Vector rayDir = -wo;
            var N = shadeNormal;
            var shadeN = shadeNormal;
            var wi = new Vector();

            var N1 = N.ToVec();
            var reflDir = rayDir - (2f * (Normal.Dot(ref N, ref rayDir))) * N1;

            // Ray from outside going in ?
            bool into = ((Normal.Dot(ref N, ref shadeN)) > 0);

            float nc = ousideIor;
            float nt = ior;
            float nnt = into ? (nc / nt) : (nt / nc);
            float ddn = (rayDir & shadeN.ToVec());
            float cos2t = 1f - nnt * nnt * (1f - ddn * ddn);
            result.F = RgbSpectrum.UnitSpectrum();
            // Total internal reflection
            if (cos2t < 0f)
            {
                wi = reflDir;
                result.Pdf = 1f;
                result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefl;
                result.Wi = wi;
                return;
            }

            float kk = (into ? 1f : -1f) * (ddn * nnt + MathLab.Sqrt((cos2t)));
            Vector nkk = kk * N1;
            Vector transDir = (nnt * rayDir - nkk).Normalize();

            float c = 1f - (into ? -ddn : (transDir & N1));

            float Re = R0 + (1f - R0) * c * c * c * c * c;
            float Tr = 1f - Re;
            float P = .25f + .5f * Re;

            if (Tr.NearEqual(0f))
            {
                if (Re.NearEqual(0f))
                {
                    result.Pdf = 0f;
                    result.Type = BrdfType.Specular;
                    result.F = new RgbSpectrum(0f);
                }
                else
                {
                    (wi) = reflDir;
                    result.Pdf = 1f;
                    result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                    result.F = Krefl;
                }
            }
            else if (Re.NearEqual(0f))
            {
                (wi) = transDir;

                result.Pdf = 1f;
                result.Type = transmitionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefrct;

            }
            else if (u0 < P)
            {
                (wi) = reflDir;
                result.Pdf = P / Re;
                result.Type = reflectionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefl;
            }
            else
            {
                (wi) = transDir;
                result.Pdf = (1f - P) / Tr;
                result.Type = transmitionSpecularBounce ? BrdfType.Specular : BrdfType.Glossy;
                result.F = Krefrct;
            }
            result.Wi = wi;
        }
开发者ID:HungryBear,项目名称:rayden,代码行数:89,代码来源:GlassMaterial.cs


注:本文中的Normal.Dot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。