本文整理汇总了C#中ShadingState.getRandom方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getRandom方法的具体用法?C# ShadingState.getRandom怎么用?C# ShadingState.getRandom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.getRandom方法的14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: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
if (samples <= 0)
return Color.BLACK;
// compute new sample
Color irr = Color.black();
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
int n = state.getDiffuseDepth() == 0 ? samples : 1;
for (int i = 0; i < n; i++)
{
float xi = (float)state.getRandom(i, 0, n);
float xj = (float)state.getRandom(i, 1, n);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
ShadingState temp = state.traceFinalGather(new Ray(state.getPoint(), w), i);
if (temp != null)
{
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null)
irr.add(temp.getShader().getRadiance(temp));
}
}
irr.mul((float)Math.PI / n);
return irr;
}
示例2: 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3: 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4: 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);
}
}
示例5: ScatterPhoton
public void ScatterPhoton(ShadingState state, Color power)
{
Color diffuse;
// make sure we are on the right side of the material
state.faceforward();
diffuse = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float d = diffuse.getAverage();
float r = d * refl;
double rnd = state.getRandom(0, 0, 1);
if (rnd < d)
{
// photon is scattered
power.mul(diffuse).mul(1.0f / d);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / d;
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);
}
else if (rnd < d + r)
{
float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
power.mul(diffuse).mul(1.0f / d);
// 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);
}
}
示例6: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
Color result = Color.black();
for (int i = 0; i < samples; i++)
{
float xi = (float)state.getRandom(i, 0, samples);
float xj = (float)state.getRandom(i, 1, samples);
float phi = (float)(2 * Math.PI * xi);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax(maxDist);
result.add(Color.blend(bright, dark, state.traceShadow(r)));
}
return result.mul((float)Math.PI / samples);
}
示例7: getGlobalRadiance
public Color getGlobalRadiance(ShadingState state)
{
Point3 p = state.getPoint();
Vector3 n = state.getNormal();
int set = (int)(state.getRandom(0, 1, 1) * numSets);
float maxAvgPow = 0;
float minDist = 1;
Color pow = null;
foreach (PointLight vpl in virtualLights[set])
{
maxAvgPow = Math.Max(maxAvgPow, vpl.power.getAverage());
if (Vector3.dot(n, vpl.n) > 0.9f)
{
float d = vpl.p.distanceToSquared(p);
if (d < minDist)
{
pow = vpl.power;
minDist = d;
}
}
}
return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow);
}
示例8: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
if (samples <= 0)
return Color.BLACK;
if (state.getDiffuseDepth() > 0)
{
// do simple path tracing for additional bounces (single ray)
float xi = (float)state.getRandom(0, 0, 1);
float xj = (float)state.getRandom(0, 1, 1);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
Vector3 w = new Vector3();
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
OrthoNormalBasis onb = state.getBasis();
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
ShadingState temp = state.traceFinalGather(r, 0);
return temp != null ? getGlobalRadiance(temp).copy().mul((float)Math.PI) : Color.BLACK;
}
//rwl.readLock().lockwoot();//fixme
Color irr;
lock(lockObj)
irr = getIrradiance(state.getPoint(), state.getNormal());
//rwl.readLock().unlock();
if (irr == null)
{
// compute new sample
irr = Color.black();
OrthoNormalBasis onb = state.getBasis();
float invR = 0;
float minR = float.PositiveInfinity;
Vector3 w = new Vector3();
for (int i = 0; i < samples; i++)
{
float xi = (float)state.getRandom(i, 0, samples);
float xj = (float)state.getRandom(i, 1, samples);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
ShadingState temp = state.traceFinalGather(r, i);
if (temp != null)
{
minR = Math.Min(r.getMax(), minR);
invR += 1.0f / r.getMax();
temp.getInstance().prepareShadingState(temp);
irr.add(getGlobalRadiance(temp));
}
}
irr.mul((float)Math.PI / samples);
invR = samples / invR;
//rwl.writeLock().lockwoot();//fixme
lock(lockObj)
insert(state.getPoint(), state.getNormal(), invR, irr);
//rwl.writeLock().unlock();
// view irr-cache points
// irr = Color.YELLOW.copy().mul(1e6f);
}
return irr;
}
示例9: 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;
}
示例10: 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 = rhoS.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
power.mul(rhoS).mul(1 / avgS);
OrthoNormalBasis basis = state.getBasis();
Vector3 inv = state.getRay().getDirection().negate(new Vector3());
double r1 = rnd / avgS;
double r2 = state.getRandom(0, 1, 1);
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;
basis.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;
Ray r = new Ray(state.getPoint(), o);
state.traceReflectionPhoton(r, power);
}
}
示例11: getSamples
public void getSamples(ShadingState state)
{
if (meshlight.numSamples == 0)
return;
Vector3 n = state.getNormal();
Point3 p = state.getPoint();
// vector towards each vertex of the light source
Vector3 p0 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 0]), p, new Vector3());
// cull triangle if it is facing the wrong way
if (Vector3.dot(p0, ng) >= 0)
return;
Vector3 p1 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 1]), p, new Vector3());
Vector3 p2 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 2]), p, new Vector3());
// if all three vertices are below the hemisphere, stop
if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0)
return;
p0.normalize();
p1.normalize();
p2.normalize();
float dot = Vector3.dot(p2, p0);
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;
//.........这里部分代码省略.........
示例12: getSamples
public void getSamples(ShadingState state)
{
if (getNumSamples() <= 0)
return;
Vector3 wc = Point3.sub(center, state.getPoint(), new Vector3());
float l2 = wc.LengthSquared();
if (l2 <= r2)
return; // inside the sphere?
// top of the sphere as viewed from the current shading point
float topX = wc.x + state.getNormal().x * radius;
float topY = wc.y + state.getNormal().y * radius;
float topZ = wc.z + state.getNormal().z * radius;
if (state.getNormal().dot(topX, topY, topZ) <= 0)
return; // top of the sphere is below the horizon
float cosThetaMax = (float)Math.Sqrt(Math.Max(0, 1 - r2 / Vector3.dot(wc, wc)));
OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(wc);
int samples = state.getDiffuseDepth() > 0 ? 1 : getNumSamples();
float scale = (float)(2 * Math.PI * (1 - cosThetaMax));
Color c = Color.mul(scale / samples, 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);
// cone sampling
double cosTheta = (1 - randX) * cosThetaMax + randX;
double sinTheta = Math.Sqrt(1 - cosTheta * cosTheta);
double phi = randY * 2 * Math.PI;
Vector3 dir = new Vector3((float)(Math.Cos(phi) * sinTheta), (float)(Math.Sin(phi) * sinTheta), (float)cosTheta);
basis.transform(dir);
// check that the direction of the sample is the same as the
// normal
float cosNx = Vector3.dot(dir, state.getNormal());
if (cosNx <= 0)
continue;
float ocx = state.getPoint().x - center.x;
float ocy = state.getPoint().y - center.y;
float ocz = state.getPoint().z - center.z;
float qa = Vector3.dot(dir, dir);
float qb = 2 * ((dir.x * ocx) + (dir.y * ocy) + (dir.z * ocz));
float qc = ((ocx * ocx) + (ocy * ocy) + (ocz * ocz)) - r2;
double[] t = Solvers.solveQuadric(qa, qb, qc);
if (t == null)
continue;
LightSample dest = new LightSample();
// compute shadow ray to the sampled point
dest.setShadowRay(new Ray(state.getPoint(), dir));
// FIXME: arbitrary bias, should handle as in other places
dest.getShadowRay().setMax((float)t[0] - 1e-3f);
// prepare sample
dest.setRadiance(c, c);
dest.traceShadow(state);
state.addSample(dest);
}
}
示例13: getSamples
public void getSamples(ShadingState state)
{
if (lightBounds.contains(state.getPoint()) && state.getPoint().z < maxZ)
{
int n = state.getDiffuseDepth() > 0 ? 1 : samples;
float a = area / n;
for (int i = 0; i < n; i++)
{
// random offset on unit square
double randX = state.getRandom(i, 0, n);
double randY = state.getRandom(i, 1, n);
Point3 p = new Point3();
p.x = (float)(lxmin * (1 - randX) + lxmax * randX);
p.y = (float)(lymin * (1 - randY) + lymax * randY);
p.z = maxZ - 0.001f;
LightSample dest = new LightSample();
// prepare shadow ray to sampled point
dest.setShadowRay(new Ray(state.getPoint(), p));
// check that the direction of the sample is the same as the
// normal
float cosNx = dest.dot(state.getNormal());
if (cosNx <= 0)
return;
// light source facing point ?
// (need to check with light source's normal)
float cosNy = dest.getShadowRay().dz;
if (cosNy > 0)
{
// compute geometric attenuation and probability scale
// factor
float r = dest.getShadowRay().getMax();
float g = cosNy / (r * r);
float scale = g * a;
// set sample radiance
dest.setRadiance(radiance, radiance);
dest.getDiffuseRadiance().mul(scale);
dest.getSpecularRadiance().mul(scale);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
}
示例14: getIrradiance
public Color getIrradiance(ShadingState state, Color diffuseReflectance)
{
float b = (float)Math.PI * c / diffuseReflectance.getMax();
Color irr = Color.black();
Point3 p = state.getPoint();
Vector3 n = state.getNormal();
int set = (int)(state.getRandom(0, 1, 1) * numSets);
foreach (PointLight vpl in virtualLights[set])
{
Ray r = new Ray(p, vpl.p);
float dotNlD = -(r.dx * vpl.n.x + r.dy * vpl.n.y + r.dz * vpl.n.z);
float dotND = r.dx * n.x + r.dy * n.y + r.dz * n.z;
if (dotNlD > 0 && dotND > 0)
{
float r2 = r.getMax() * r.getMax();
Color opacity = state.traceShadow(r);
Color power = Color.blend(vpl.power, Color.BLACK, opacity);
float g = (dotND * dotNlD) / r2;
irr.madd(0.25f * Math.Min(g, b), power);
}
}
// bias compensation
int nb = (state.getDiffuseDepth() == 0 || numBias <= 0) ? numBias : 1;
if (nb <= 0)
return irr;
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
float scale = (float)Math.PI / nb;
for (int i = 0; i < nb; i++)
{
float xi = (float)state.getRandom(i, 0, nb);
float xj = (float)state.getRandom(i, 1, nb);
float phi = (float)(xi * 2 * Math.PI);
float cosPhi = (float)Math.Cos(phi);
float sinPhi = (float)Math.Sin(phi);
float sinTheta = (float)Math.Sqrt(xj);
float cosTheta = (float)Math.Sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax((float)Math.Sqrt(cosTheta / b));
ShadingState temp = state.traceFinalGather(r, i);
if (temp != null)
{
temp.getInstance().prepareShadingState(temp);
if (temp.getShader() != null)
{
float dist = temp.getRay().getMax();
float r2 = dist * dist;
float cosThetaY = -Vector3.dot(w, temp.getNormal());
if (cosThetaY > 0)
{
float g = (cosTheta * cosThetaY) / r2;
// was this path accounted for yet?
if (g > b)
irr.madd(scale * (g - b) / g, temp.getShader().getRadiance(temp));
}
}
}
}
return irr;
}