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C# ShadingState.getDepth方法代码示例

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

 public void prepareShadingState(ShadingState state)
 {
     if (state.getDepth() == 0)
         state.setShader(state.getInstance().getShader(0));
 }
开发者ID:,项目名称:,代码行数:5,代码来源:

示例2: 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;
        }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:91,代码来源:AnisotropicWardShader.cs


注:本文中的ShadingState.getDepth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。