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C# ShadingState.getGeoNormal方法代码示例

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);
             }
         }
     }
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:29,代码来源:DirectionalSpotlight.cs

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));
        }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:30,代码来源:Sphere.cs

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);
     }
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:27,代码来源:DiffuseShader.cs

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);
     }
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:16,代码来源:PointLight.cs

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()));
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:18,代码来源:BanchoffSurface.cs

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));
 }
开发者ID:,项目名称:,代码行数:36,代码来源:

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);
                    }
                }
            }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:101,代码来源:TriangleMeshLight.cs

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);
     }
 }
开发者ID:,项目名称:,代码行数:52,代码来源:

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.........
开发者ID:rzel,项目名称:sunflowsharp,代码行数:101,代码来源:TriangleMesh.cs

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.........
开发者ID:rzel,项目名称:sunflowsharp,代码行数:101,代码来源:JuliaFractal.cs

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);
        }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:26,代码来源:Hair.cs

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()));
        }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:28,代码来源:Torus.cs

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));
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:34,代码来源:Box.cs

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);
                    }
                }
            }
        }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:60,代码来源:ImageBasedLight.cs

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()));
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:21,代码来源:BezierMesh.cs


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