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C# ShadingState.getCosND方法代码示例

本文整理汇总了C#中ShadingState.getCosND方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getCosND方法的具体用法?C# ShadingState.getCosND怎么用?C# ShadingState.getCosND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ShadingState的用法示例。


在下文中一共展示了ShadingState.getCosND方法的3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: GetRadiance

        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d = getDiffuse(state);
            Color lr = state.diffuse(d);
            if (!state.includeSpecular)
                return lr;
            if (glossyness == 0)
            {
                float cos = state.getCosND();
                float dn = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return lr.add(ret.mul(state.traceReflection(refRay, 0)));
            }
            else
                return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples));
        }
开发者ID:,项目名称:,代码行数:35,代码来源:

示例2: ScatterPhoton

 public void ScatterPhoton(ShadingState state, Color power)
 {
     float avg = color.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd >= avg)
         return;
     state.faceforward();
     float cos = state.getCosND();
     power.mul(color).mul(1.0f / avg);
     // 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);
 }
开发者ID:,项目名称:,代码行数:17,代码来源:

示例3: 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);
     }
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:42,代码来源:PhongShader.cs


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