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C# ShadingState.getPrimitiveID方法代码示例

本文整理汇总了C#中ShadingState.getPrimitiveID方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getPrimitiveID方法的具体用法?C# ShadingState.getPrimitiveID怎么用?C# ShadingState.getPrimitiveID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.getPrimitiveID方法的8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)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Point3 localPoint = state.transformWorldToObject(state.getPoint());

            localPoint.x -= particles[3 * state.getPrimitiveID() + 0];
            localPoint.y -= particles[3 * state.getPrimitiveID() + 1];
            localPoint.z -= particles[3 * state.getPrimitiveID() + 2];

            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
            // into object space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
开发者ID:,项目名称:,代码行数:22,代码来源:

示例2: 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3: getRadiance

 public Color getRadiance(ShadingState state)
 {
     Vector3 n = state.getNormal();
     float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));
     return BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f);
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:6,代码来源:PrimIDShader.cs

示例4: 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5: GetRadiance

 public Color GetRadiance(ShadingState state)
 {
     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 state.includeLights ? radiance : Color.BLACK;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return state.diffuse(kd);
 }
开发者ID:,项目名称:,代码行数:36,代码来源:

示例6: 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7: 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8: 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


注:本文中的ShadingState.getPrimitiveID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。