本文整理汇总了C#中ShadingState.getGeoNormal方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getGeoNormal方法的具体用法?C# ShadingState.getGeoNormal怎么用?C# ShadingState.getGeoNormal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.getGeoNormal方法的15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: getSamples
public void getSamples(ShadingState state)
{
if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0)
{
// project point onto source plane
float x = state.getPoint().x - src.x;
float y = state.getPoint().y - src.y;
float z = state.getPoint().z - src.z;
float t = ((x * dir.x) + (y * dir.y) + (z * dir.z));
if (t >= 0.0)
{
x -= (t * dir.x);
y -= (t * dir.y);
z -= (t * dir.z);
if (((x * x) + (y * y) + (z * z)) <= r2)
{
Point3 p = new Point3();
p.x = src.x + x;
p.y = src.y + y;
p.z = src.z + z;
LightSample dest = new LightSample();
dest.setShadowRay(new Ray(state.getPoint(), p));
dest.setRadiance(radiance, radiance);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
}
示例2: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
Point3 localPoint = parent.transformWorldToObject(state.getPoint());
state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
state.getNormal().normalize();
float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);
if (phi < 0)
phi += (float)(2 * Math.PI);
float theta = (float)Math.Acos(state.getNormal().z);
state.getUV().y = theta / (float)Math.PI;
state.getUV().x = phi / (float)(2 * Math.PI);
Vector3 v = new Vector3();
v.x = -2 * (float)Math.PI * state.getNormal().y;
v.y = 2 * (float)Math.PI * state.getNormal().x;
v.z = 0;
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
// into world space
Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
v = parent.transformVectorObjectToWorld(v);
state.getNormal().set(worldNormal);
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
// compute basis in world space
state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
}
示例3: 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4: getSamples
public void getSamples(ShadingState state)
{
Vector3 d = Point3.sub(lightPoint, state.getPoint(), new Vector3());
if (Vector3.dot(d, state.getNormal()) > 0 && Vector3.dot(d, state.getGeoNormal()) > 0)
{
LightSample dest = new LightSample();
// prepare shadow ray
dest.setShadowRay(new Ray(state.getPoint(), lightPoint));
float scale = 1.0f / (float)(4 * Math.PI * lightPoint.distanceToSquared(state.getPoint()));
dest.setRadiance(power, power);
dest.getDiffuseRadiance().mul(scale);
dest.getSpecularRadiance().mul(scale);
dest.traceShadow(state);
state.addSample(dest);
}
}
示例5: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
Point3 n = parent.transformWorldToObject(state.getPoint());
state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1));
state.getNormal().normalize();
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
// into world space
Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
state.getNormal().set(worldNormal);
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
// create basis in world space
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
示例6: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
Vector3 normal;
switch (state.getPrimitiveID())
{
case 0:
normal = new Vector3(-1, 0, 0);
break;
case 1:
normal = new Vector3(1, 0, 0);
break;
case 2:
normal = new Vector3(0, -1, 0);
break;
case 3:
normal = new Vector3(0, 1, 0);
break;
case 4:
normal = new Vector3(0, 0, -1);
break;
case 5:
normal = new Vector3(0, 0, 1);
break;
default:
normal = new Vector3(0, 0, 0);
break;
}
state.getNormal().set(state.transformNormalObjectToWorld(normal));
state.getGeoNormal().set(state.getNormal());
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
}
示例7: getSamples
//.........这里部分代码省略.........
Vector3 h = new Vector3();
h.x = p2.x - dot * p0.x;
h.y = p2.y - dot * p0.y;
h.z = p2.z - dot * p0.z;
float hlen = h.Length();
if (hlen > 1e-6f)
h.div(hlen);
else
return;
Vector3 n0 = Vector3.cross(p0, p1, new Vector3());
float len0 = n0.Length();
if (len0 > 1e-6f)
n0.div(len0);
else
return;
Vector3 n1 = Vector3.cross(p1, p2, new Vector3());
float len1 = n1.Length();
if (len1 > 1e-6f)
n1.div(len1);
else
return;
Vector3 n2 = Vector3.cross(p2, p0, new Vector3());
float len2 = n2.Length();
if (len2 > 1e-6f)
n2.div(len2);
else
return;
float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f);
float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f);
float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f);
float alpha = (float)Math.Acos(cosAlpha);
float beta = (float)Math.Acos(cosBeta);
float gamma = (float)Math.Acos(cosGamma);
float area = alpha + beta + gamma - (float)Math.PI;
float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f);
float salpha = (float)Math.Sin(alpha);
float product = salpha * cosC;
// use lower sampling depth for diffuse bounces
int samples = state.getDiffuseDepth() > 0 ? 1 : meshlight.numSamples;
Color c = Color.mul(area / samples, meshlight.radiance);
for (int i = 0; i < samples; i++)
{
// random offset on unit square
double randX = state.getRandom(i, 0, samples);
double randY = state.getRandom(i, 1, samples);
float phi = (float)randX * area - alpha + (float)Math.PI;
float sinPhi = (float)Math.Sin(phi);
float cosPhi = (float)Math.Cos(phi);
float u = cosPhi + cosAlpha;
float v = sinPhi - product;
float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u));
float q1 = 1.0f - q * q;
if (q1 < 0.0f)
q1 = 0.0f;
float sqrtq1 = (float)Math.Sqrt(q1);
float ncx = q * p0.x + sqrtq1 * h.x;
float ncy = q * p0.y + sqrtq1 * h.y;
float ncz = q * p0.z + sqrtq1 * h.z;
dot = p1.dot(ncx, ncy, ncz);
float z = 1.0f - (float)randY * (1.0f - dot);
float z1 = 1.0f - z * z;
if (z1 < 0.0f)
z1 = 0.0f;
Vector3 nd = new Vector3();
nd.x = ncx - dot * p1.x;
nd.y = ncy - dot * p1.y;
nd.z = ncz - dot * p1.z;
nd.normalize();
float sqrtz1 = (float)Math.Sqrt(z1);
Vector3 result = new Vector3();
result.x = z * p1.x + sqrtz1 * nd.x;
result.y = z * p1.y + sqrtz1 * nd.y;
result.z = z * p1.z + sqrtz1 * nd.z;
// make sure the sample is in the right hemisphere - facing in
// the right direction
if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ng) < 0)
{
// compute intersection with triangle (if any)
Ray shadowRay = new Ray(state.getPoint(), result);
if (!intersectTriangleKensler(shadowRay))
continue;
LightSample dest = new LightSample();
dest.setShadowRay(shadowRay);
// prepare sample
dest.setRadiance(c, c);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
示例8: ScatterPhoton
public void ScatterPhoton(ShadingState state, Color power)
{
int side = state.getPrimitiveID();
Color kd = null;
switch (side)
{
case 0:
kd = left;
break;
case 1:
kd = right;
break;
case 3:
kd = back;
break;
case 4:
kd = bottom;
break;
case 5:
float lx = state.getPoint().x;
float ly = state.getPoint().y;
if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
return;
kd = top;
break;
default:
Debug.Assert(false);
break;
}
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
{
state.getNormal().negate();
state.getGeoNormal().negate();
}
state.storePhoton(state.getRay().getDirection(), power, kd);
double avg = kd.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg)
{
// photon is scattered
power.mul(kd).mul(1 / (float)avg);
OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
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9: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
Instance parent = state.getInstance();
int primID = state.getPrimitiveID();
float u = state.getU();
float v = state.getV();
float w = 1 - u - v;
// state.getRay().getPoint(state.getPoint());
int tri = 3 * primID;
int index0 = triangleMesh.triangles[tri + 0];
int index1 = triangleMesh.triangles[tri + 1];
int index2 = triangleMesh.triangles[tri + 2];
Point3 v0p = triangleMesh.getPoint(index0);
Point3 v1p = triangleMesh.getPoint(index1);
Point3 v2p = triangleMesh.getPoint(index2);
// get object space point from barycentric coordinates
state.getPoint().x = w * v0p.x + u * v1p.x + v * v2p.x;
state.getPoint().y = w * v0p.y + u * v1p.y + v * v2p.y;
state.getPoint().z = w * v0p.z + u * v1p.z + v * v2p.z;
// move into world space
state.getPoint().set(parent.transformObjectToWorld(state.getPoint()));
Vector3 ng = Point3.normal(v0p, v1p, v2p);
if (parent != null)
ng = parent.transformNormalObjectToWorld(ng);
ng.normalize();
state.getGeoNormal().set(ng);
switch (triangleMesh.normals.interp)
{
case ParameterList.InterpolationType.NONE:
case ParameterList.InterpolationType.FACE:
{
state.getNormal().set(ng);
break;
}
case ParameterList.InterpolationType.VERTEX:
{
int i30 = 3 * index0;
int i31 = 3 * index1;
int i32 = 3 * index2;
float[] normals = triangleMesh.normals.data;
state.getNormal().x = w * normals[i30 + 0] + u * normals[i31 + 0] + v * normals[i32 + 0];
state.getNormal().y = w * normals[i30 + 1] + u * normals[i31 + 1] + v * normals[i32 + 1];
state.getNormal().z = w * normals[i30 + 2] + u * normals[i31 + 2] + v * normals[i32 + 2];
if (parent != null)
state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
case ParameterList.InterpolationType.FACEVARYING:
{
int idx = 3 * tri;
float[] normals = triangleMesh.normals.data;
state.getNormal().x = w * normals[idx + 0] + u * normals[idx + 3] + v * normals[idx + 6];
state.getNormal().y = w * normals[idx + 1] + u * normals[idx + 4] + v * normals[idx + 7];
state.getNormal().z = w * normals[idx + 2] + u * normals[idx + 5] + v * normals[idx + 8];
if (parent != null)
state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
}
float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;
switch (triangleMesh.uvs.interp)
{
case ParameterList.InterpolationType.NONE:
case ParameterList.InterpolationType.FACE:
{
state.getUV().x = 0;
state.getUV().y = 0;
break;
}
case ParameterList.InterpolationType.VERTEX:
{
int i20 = 2 * index0;
int i21 = 2 * index1;
int i22 = 2 * index2;
float[] uvs = triangleMesh.uvs.data;
uv00 = uvs[i20 + 0];
uv01 = uvs[i20 + 1];
uv10 = uvs[i21 + 0];
uv11 = uvs[i21 + 1];
uv20 = uvs[i22 + 0];
uv21 = uvs[i22 + 1];
break;
}
case ParameterList.InterpolationType.FACEVARYING:
{
int idx = tri << 1;
float[] uvs = triangleMesh.uvs.data;
uv00 = uvs[idx + 0];
uv01 = uvs[idx + 1];
uv10 = uvs[idx + 2];
uv11 = uvs[idx + 3];
uv20 = uvs[idx + 4];
uv21 = uvs[idx + 5];
break;
}
//.........这里部分代码省略.........
示例10: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
// compute local normal
Point3 p = parent.transformWorldToObject(state.getPoint());
float gx1w = p.x - DELTA;
float gx1x = p.y;
float gx1y = p.z;
float gx1z = 0;
float gx2w = p.x + DELTA;
float gx2x = p.y;
float gx2y = p.z;
float gx2z = 0;
float gy1w = p.x;
float gy1x = p.y - DELTA;
float gy1y = p.z;
float gy1z = 0;
float gy2w = p.x;
float gy2x = p.y + DELTA;
float gy2y = p.z;
float gy2z = 0;
float gz1w = p.x;
float gz1x = p.y;
float gz1y = p.z - DELTA;
float gz1z = 0;
float gz2w = p.x;
float gz2x = p.y;
float gz2y = p.z + DELTA;
float gz2z = 0;
for (int i = 0; i < maxIterations; i++)
{
{
// z = z*z + c
float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw;
gx1x = 2 * gx1w * gx1x + cx;
gx1y = 2 * gx1w * gx1y + cy;
gx1z = 2 * gx1w * gx1z + cz;
gx1w = nw;
}
{
// z = z*z + c
float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw;
gx2x = 2 * gx2w * gx2x + cx;
gx2y = 2 * gx2w * gx2y + cy;
gx2z = 2 * gx2w * gx2z + cz;
gx2w = nw;
}
{
// z = z*z + c
float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw;
gy1x = 2 * gy1w * gy1x + cx;
gy1y = 2 * gy1w * gy1y + cy;
gy1z = 2 * gy1w * gy1z + cz;
gy1w = nw;
}
{
// z = z*z + c
float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw;
gy2x = 2 * gy2w * gy2x + cx;
gy2y = 2 * gy2w * gy2y + cy;
gy2z = 2 * gy2w * gy2z + cz;
gy2w = nw;
}
{
// z = z*z + c
float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw;
gz1x = 2 * gz1w * gz1x + cx;
gz1y = 2 * gz1w * gz1y + cy;
gz1z = 2 * gz1w * gz1z + cz;
gz1w = nw;
}
{
// z = z*z + c
float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw;
gz2x = 2 * gz2w * gz2x + cx;
gz2y = 2 * gz2w * gz2y + cy;
gz2z = 2 * gz2w * gz2z + cz;
gz2w = nw;
}
}
float gradX = Length(gx2w, gx2x, gx2y, gx2z) - Length(gx1w, gx1x, gx1y, gx1z);
float gradY = Length(gy2w, gy2x, gy2y, gy2z) - Length(gy1w, gy1x, gy1y, gy1z);
float gradZ = Length(gz2w, gz2x, gz2y, gz2z) - Length(gz1w, gz1x, gz1y, gz1z);
Vector3 n = new Vector3((float)gradX, (float)gradY, (float)gradZ);
state.getNormal().set(parent.transformNormalObjectToWorld(n));
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
state.getPoint().x += state.getNormal().x * epsilon * 20;
state.getPoint().y += state.getNormal().y * epsilon * 20;
state.getPoint().z += state.getNormal().z * epsilon * 20;
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
//.........这里部分代码省略.........
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: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
// get local point
Point3 p = parent.transformWorldToObject(state.getPoint());
// compute local normal
float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2;
state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z);
state.getNormal().normalize();
double phi = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1));
double theta = Math.Atan2(p.y, p.x);
if (theta < 0)
theta += 2 * Math.PI;
state.getUV().x = (float)(theta / (2 * Math.PI));
state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI);
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
// into world space
Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
state.getNormal().set(worldNormal);
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
// make basis in world space
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
示例13: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
int n = state.getPrimitiveID();
switch (n)
{
case 0:
state.getNormal().set(new Vector3(1, 0, 0));
break;
case 1:
state.getNormal().set(new Vector3(-1, 0, 0));
break;
case 2:
state.getNormal().set(new Vector3(0, 1, 0));
break;
case 3:
state.getNormal().set(new Vector3(0, -1, 0));
break;
case 4:
state.getNormal().set(new Vector3(0, 0, 1));
break;
case 5:
state.getNormal().set(new Vector3(0, 0, -1));
break;
default:
state.getNormal().set(new Vector3(0, 0, 0));
break;
}
state.getGeoNormal().set(state.getNormal());
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
state.setShader(state.getInstance().getShader(0));
state.setModifier(state.getInstance().getModifier(0));
}
示例14: getSamples
public void getSamples(ShadingState state)
{
if (samples == null)
{
int n = state.getDiffuseDepth() > 0 ? 1 : numSamples;
for (int i = 0; i < n; i++)
{
// random offset on unit square, we use the infinite version of
// getRandom because the light sampling is adaptive
double randX = state.getRandom(i, 0, n);
double randY = state.getRandom(i, 1, n);
int x = 0;
while (randX >= colHistogram[x] && x < colHistogram.Length - 1)
x++;
float[] rowHistogram = imageHistogram[x];
int y = 0;
while (randY >= rowHistogram[y] && y < rowHistogram.Length - 1)
y++;
// sample from (x, y)
float u = (float)((x == 0) ? (randX / colHistogram[0]) : ((randX - colHistogram[x - 1]) / (colHistogram[x] - colHistogram[x - 1])));
float v = (float)((y == 0) ? (randY / rowHistogram[0]) : ((randY - rowHistogram[y - 1]) / (rowHistogram[y] - rowHistogram[y - 1])));
float px = ((x == 0) ? colHistogram[0] : (colHistogram[x] - colHistogram[x - 1]));
float py = ((y == 0) ? rowHistogram[0] : (rowHistogram[y] - rowHistogram[y - 1]));
float su = (x + u) / colHistogram.Length;
float sv = (y + v) / rowHistogram.Length;
float invP = (float)Math.Sin(sv * Math.PI) * jacobian / (n * px * py);
Vector3 dir = getDirection(su, sv);
basis.transform(dir);
if (Vector3.dot(dir, state.getGeoNormal()) > 0)
{
LightSample dest = new LightSample();
dest.setShadowRay(new Ray(state.getPoint(), dir));
dest.getShadowRay().setMax(float.MaxValue);
Color radiance = texture.getPixel(su, sv);
dest.setRadiance(radiance, radiance);
dest.getDiffuseRadiance().mul(invP);
dest.getSpecularRadiance().mul(invP);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
else
{
for (int i = 0; i < numSamples; i++)
{
if (Vector3.dot(samples[i], state.getGeoNormal()) > 0 && Vector3.dot(samples[i], state.getNormal()) > 0)
{
LightSample dest = new LightSample();
dest.setShadowRay(new Ray(state.getPoint(), samples[i]));
dest.getShadowRay().setMax(float.MaxValue);
dest.setRadiance(colors[i], colors[i]);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
}
示例15: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
float u = state.getU();
float v = state.getV();
float[] bu = bernstein(u);
float[] bdu = bernsteinDeriv(u);
float[] bv = bernstein(v);
float[] bdv = bernsteinDeriv(v);
getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal());
state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
state.getUV().set(u, v);
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
// FIXME: use actual derivatives to create basis
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}