本文整理汇总了C#中ShadingState.getBasis方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getBasis方法的具体用法?C# ShadingState.getBasis怎么用?C# ShadingState.getBasis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类ShadingState
的用法示例。
在下文中一共展示了ShadingState.getBasis方法的12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: scatterPhoton
public void scatterPhoton(ShadingState state, Color power)
{
Color diffuse;
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
{
state.getNormal().negate();
state.getGeoNormal().negate();
}
diffuse = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float avg = diffuse.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg)
{
// photon is scattered
power.mul(diffuse).mul(1.0f / avg);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avg;
double v = state.getRandom(0, 1, 1);
float s = (float)Math.Sqrt(v);
float s1 = (float)Math.Sqrt(1.0 - v);
Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
}
示例2: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
if (samples <= 0)
return Color.BLACK;
// compute new sample
Color irr = Color.black();
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
int n = state.getDiffuseDepth() == 0 ? samples : 1;
for (int i = 0; i < n; i++)
{
float xi = (float)state.getRandom(i, 0, n);
float xj = (float)state.getRandom(i, 1, n);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
ShadingState temp = state.traceFinalGather(new Ray(state.getPoint(), w), i);
if (temp != null)
{
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null)
irr.add(temp.getShader().getRadiance(temp));
}
}
irr.mul((float)Math.PI / n);
return irr;
}
示例3: getRadiance
public Color getRadiance(ShadingState state)
{
// don't use these - gather lights for sphere of directions
// gather lights
state.initLightSamples();
state.initCausticSamples();
Vector3 v = state.getRay().getDirection();
v.negate();
Vector3 h = new Vector3();
Vector3 t = state.getBasis().transform(new Vector3(0, 1, 0));
Color diff = Color.black();
Color spec = Color.black();
foreach (LightSample ls in state)
{
Vector3 l = ls.getShadowRay().getDirection();
float dotTL = Vector3.dot(t, l);
float sinTL = (float)Math.Sqrt(1 - dotTL * dotTL);
// float dotVL = Vector3.dot(v, l);
diff.madd(sinTL, ls.getDiffuseRadiance());
Vector3.add(v, l, h);
h.normalize();
float dotTH = Vector3.dot(t, h);
float sinTH = (float)Math.Sqrt(1 - dotTH * dotTH);
float s = (float)Math.Pow(sinTH, 10.0f);
spec.madd(s, ls.getSpecularRadiance());
}
Color c = Color.add(diff, spec, new Color());
// transparency
return Color.blend(c, state.traceTransparency(), state.getV(), new Color());
}
示例4: scatterPhoton
public void scatterPhoton(ShadingState state, Color power)
{
// make sure we are on the right side of the material
state.faceforward();
Color d = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, d);
float avgD = d.getAverage();
float avgS = spec.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgD)
{
// photon is scattered diffusely
power.mul(d).mul(1.0f / avgD);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avgD;
double v = state.getRandom(0, 1, 1);
float s = (float)Math.Sqrt(v);
float s1 = (float)Math.Sqrt(1.0f - v);
Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
else if (rnd < avgD + avgS)
{
// photon is scattered specularly
float dn = 2.0f * state.getCosND();
// reflected direction
Vector3 refDir = new Vector3();
refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
power.mul(spec).mul(1.0f / avgS);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * (rnd - avgD) / avgS;
double v = state.getRandom(0, 1, 1);
float s = (float)Math.Pow(v, 1 / (this.power + 1));
float s1 = (float)Math.Sqrt(1 - s * s);
Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
w = onb.transform(w, new Vector3());
state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
}
}
示例5: ScatterPhoton
public void ScatterPhoton(ShadingState state, Color power)
{
Color diffuse;
// make sure we are on the right side of the material
state.faceforward();
diffuse = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float d = diffuse.getAverage();
float r = d * refl;
double rnd = state.getRandom(0, 0, 1);
if (rnd < d)
{
// photon is scattered
power.mul(diffuse).mul(1.0f / d);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / d;
double v = state.getRandom(0, 1, 1);
float s = (float)Math.Sqrt(v);
float s1 = (float)Math.Sqrt(1.0 - v);
Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
else if (rnd < d + r)
{
float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
power.mul(diffuse).mul(1.0f / d);
// photon is reflected
float dn = 2 * cos;
Vector3 dir = new Vector3();
dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
}
}
示例6: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
Color result = Color.black();
for (int i = 0; i < samples; i++)
{
float xi = (float)state.getRandom(i, 0, samples);
float xj = (float)state.getRandom(i, 1, samples);
float phi = (float)(2 * Math.PI * xi);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax(maxDist);
result.add(Color.blend(bright, dark, state.traceShadow(r)));
}
return result.mul((float)Math.PI / samples);
}
示例7: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
if (samples <= 0)
return Color.BLACK;
if (state.getDiffuseDepth() > 0)
{
// do simple path tracing for additional bounces (single ray)
float xi = (float)state.getRandom(0, 0, 1);
float xj = (float)state.getRandom(0, 1, 1);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
Vector3 w = new Vector3();
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
OrthoNormalBasis onb = state.getBasis();
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
ShadingState temp = state.traceFinalGather(r, 0);
return temp != null ? getGlobalRadiance(temp).copy().mul((float)Math.PI) : Color.BLACK;
}
//rwl.readLock().lockwoot();//fixme
Color irr;
lock(lockObj)
irr = getIrradiance(state.getPoint(), state.getNormal());
//rwl.readLock().unlock();
if (irr == null)
{
// compute new sample
irr = Color.black();
OrthoNormalBasis onb = state.getBasis();
float invR = 0;
float minR = float.PositiveInfinity;
Vector3 w = new Vector3();
for (int i = 0; i < samples; i++)
{
float xi = (float)state.getRandom(i, 0, samples);
float xj = (float)state.getRandom(i, 1, samples);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
ShadingState temp = state.traceFinalGather(r, i);
if (temp != null)
{
minR = Math.Min(r.getMax(), minR);
invR += 1.0f / r.getMax();
temp.getInstance().prepareShadingState(temp);
irr.add(getGlobalRadiance(temp));
}
}
irr.mul((float)Math.PI / samples);
invR = samples / invR;
//rwl.writeLock().lockwoot();//fixme
lock(lockObj)
insert(state.getPoint(), state.getNormal(), invR, irr);
//rwl.writeLock().unlock();
// view irr-cache points
// irr = Color.YELLOW.copy().mul(1e6f);
}
return irr;
}
示例8: getRadiance
public Color getRadiance(ShadingState state)
{
// make sure we are on the right side of the material
state.faceforward();
OrthoNormalBasis onb = state.getBasis();
// direct lighting and caustics
state.initLightSamples();
state.initCausticSamples();
Color lr = Color.black();
// compute specular contribution
if (state.includeSpecular)
{
Vector3 inv = state.getRay().getDirection().negate(new Vector3());
foreach (LightSample sample in state)
{
float cosNL = sample.dot(state.getNormal());
float fr = brdf(inv, sample.getShadowRay().getDirection(), onb);
lr.madd(cosNL * fr, sample.getSpecularRadiance());
}
// indirect lighting - specular
if (numRays > 0)
{
int n = state.getDepth() == 0 ? numRays : 1;
for (int i = 0; i < n; i++)
{
// specular indirect lighting
double r1 = state.getRandom(i, 0, n);
double r2 = state.getRandom(i, 1, n);
float alphaRatio = alphaY / alphaX;
float phi = 0;
if (r1 < 0.25)
{
double val = 4 * r1;
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
}
else if (r1 < 0.5)
{
double val = 1 - 4 * (0.5 - r1);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi = (float)Math.PI - phi;
}
else if (r1 < 0.75)
{
double val = 4 * (r1 - 0.5);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi += (float)Math.PI;
}
else
{
double val = 1 - 4 * (1 - r1);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi = 2 * (float)Math.PI - phi;
}
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));
float sinTheta = (float)Math.Sin(theta);
float cosTheta = (float)Math.Cos(theta);
Vector3 h = new Vector3();
h.x = sinTheta * cosPhi;
h.y = sinTheta * sinPhi;
h.z = cosTheta;
onb.transform(h);
Vector3 o = new Vector3();
float ih = Vector3.dot(h, inv);
o.x = 2 * ih * h.x - inv.x;
o.y = 2 * ih * h.y - inv.y;
o.z = 2 * ih * h.z - inv.z;
float no = onb.untransformZ(o);
float ni = onb.untransformZ(inv);
float w = ih * cosTheta * cosTheta * cosTheta * (float)Math.Sqrt(Math.Abs(no / ni));
Ray r = new Ray(state.getPoint(), o);
lr.madd(w / n, state.traceGlossy(r, i));
}
}
lr.mul(rhoS);
}
// add diffuse contribution
lr.add(state.diffuse(getDiffuse(state)));
return lr;
}
示例9: scatterPhoton
public void scatterPhoton(ShadingState state, Color power)
{
// make sure we are on the right side of the material
state.faceforward();
Color d = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, d);
float avgD = d.getAverage();
float avgS = rhoS.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgD)
{
// photon is scattered diffusely
power.mul(d).mul(1.0f / avgD);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avgD;
double v = state.getRandom(0, 1, 1);
float s = (float)Math.Sqrt(v);
float s1 = (float)Math.Sqrt(1.0f - v);
Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
else if (rnd < avgD + avgS)
{
// photon is scattered specularly
power.mul(rhoS).mul(1 / avgS);
OrthoNormalBasis basis = state.getBasis();
Vector3 inv = state.getRay().getDirection().negate(new Vector3());
double r1 = rnd / avgS;
double r2 = state.getRandom(0, 1, 1);
float alphaRatio = alphaY / alphaX;
float phi = 0;
if (r1 < 0.25)
{
double val = 4 * r1;
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
}
else if (r1 < 0.5)
{
double val = 1 - 4 * (0.5 - r1);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi = (float)Math.PI - phi;
}
else if (r1 < 0.75)
{
double val = 4 * (r1 - 0.5);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi += (float)Math.PI;
}
else
{
double val = 1 - 4 * (1 - r1);
phi = (float)Math.Atan(alphaRatio * Math.Tan(Math.PI / 2 * val));
phi = 2 * (float)Math.PI - phi;
}
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
float theta = (float)Math.Atan(Math.Sqrt(-Math.Log(1 - r2) / denom));
float sinTheta = (float)Math.Sin(theta);
float cosTheta = (float)Math.Cos(theta);
Vector3 h = new Vector3();
h.x = sinTheta * cosPhi;
h.y = sinTheta * sinPhi;
h.z = cosTheta;
basis.transform(h);
Vector3 o = new Vector3();
float ih = Vector3.dot(h, inv);
o.x = 2 * ih * h.x - inv.x;
o.y = 2 * ih * h.y - inv.y;
o.z = 2 * ih * h.z - inv.z;
Ray r = new Ray(state.getPoint(), o);
state.traceReflectionPhoton(r, power);
}
}
示例10: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
float b = (float)Math.PI * c / diffuseReflectance.getMax();
Color irr = Color.black();
Point3 p = state.getPoint();
Vector3 n = state.getNormal();
int set = (int)(state.getRandom(0, 1, 1) * numSets);
foreach (PointLight vpl in virtualLights[set])
{
Ray r = new Ray(p, vpl.p);
float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z);
float dotND = r.dx * n.x + r.dy * n.y + r.dz * n.z;
if (dotNlD > 0 && dotND > 0)
{
float r2 = r.getMax() * r.getMax();
Color opacity = state.traceShadow(r);
Color power = Color.blend(vpl.power, Color.BLACK, opacity);
float g = (dotND * dotNlD) / r2;
irr.madd(0.25f * Math.Min(g, b), power);
}
}
// bias compensation
int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1;
if (nb <= 0)
return irr;
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
float scale = (float)Math.PI / nb;
for (int i = 0; i < nb; i++)
{
float xi = (float)state.getRandom(i, 0, nb);
float xj = (float)state.getRandom(i, 1, nb);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax((float)Math.Sqrt(cosTheta / b));
ShadingState temp = state.traceFinalGather(r, i);
if (temp != null)
{
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null)
{
float dist = temp.getRay().getMax();
float r2 = dist * dist;
float cosThetaY = -Vector3.dot(w, temp.getNormal());
if (cosThetaY > 0)
{
float g = (cosTheta * cosThetaY) / r2;
// was this path accounted for yet?
if (g > b)
irr.madd(scale * (g - b) / g, temp.getShader().getRadiance(temp));
}
}
}
}
return irr;
}
示例11: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
Instance i = state.getInstance();
state.getRay().getPoint(state.getPoint());
Ray r = state.getRay();
IShader s = i.getShader(0);
state.setShader(s != null ? s : this);
int primID = state.getPrimitiveID();
int hair = primID / numSegments;
int line = primID % numSegments;
int vRoot = hair * 3 * (numSegments + 1);
int v0 = vRoot + line * 3;
// tangent vector
Vector3 v = getTangent(line, v0, state.getV());
v = i.transformVectorObjectToWorld(v);
state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz)));
state.getBasis().swapVW();
// normal
state.getNormal().set(0, 0, 1);
state.getBasis().transform(state.getNormal());
state.getGeoNormal().set(state.getNormal());
state.getUV().set(0, (line + state.getV()) / numSegments);
}
示例12: modify
public void modify(ShadingState state)
{
// apply bump
state.getNormal().set(bumpTexture.getBump(state.getUV().x, state.getUV().y, state.getBasis(), scale));
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}