本文整理汇总了C#中ShadingState.getUV方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.getUV方法的具体用法?C# ShadingState.getUV怎么用?C# ShadingState.getUV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.getUV方法的11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());
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2: getSpecular
public Color getSpecular(ShadingState state)
{
return specmap == null ? spec : Color.blend(spec, specmap.getPixel(state.getUV().x, state.getUV().y), specBlend);
}
示例3: getDiffuse
public Color getDiffuse(ShadingState state)
{
return diffmap == null ? diff : Color.blend(diff, diffmap.getPixel(state.getUV().x, state.getUV().y), diffBlend);
}
示例4: getBrightColor
public override Color getBrightColor(ShadingState state)
{
return tex.getPixel(state.getUV().x, state.getUV().y);
}
示例5: 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6: 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7: prepareShadingState
public void prepareShadingState(ShadingState state)
{
state.init();
Instance parent = state.getInstance();
int primID = state.getPrimitiveID();
float u = state.getU();
float v = state.getV();
state.getRay().getPoint(state.getPoint());
int quad = 4 * primID;
int index0 = quads[quad + 0];
int index1 = quads[quad + 1];
int index2 = quads[quad + 2];
int index3 = quads[quad + 3];
Point3 v0p = getPoint(index0);
Point3 v1p = getPoint(index1);
Point3 v2p = getPoint(index2);
Point3 v3p = getPoint(index3);
float tanux = (1 - v) * (v1p.x - v0p.x) + v * (v2p.x - v3p.x);
float tanuy = (1 - v) * (v1p.y - v0p.y) + v * (v2p.y - v3p.y);
float tanuz = (1 - v) * (v1p.z - v0p.z) + v * (v2p.z - v3p.z);
float tanvx = (1 - u) * (v3p.x - v0p.x) + u * (v2p.x - v1p.x);
float tanvy = (1 - u) * (v3p.y - v0p.y) + u * (v2p.y - v1p.y);
float tanvz = (1 - u) * (v3p.z - v0p.z) + u * (v2p.z - v1p.z);
float nx = tanuy * tanvz - tanuz * tanvy;
float ny = tanuz * tanvx - tanux * tanvz;
float nz = tanux * tanvy - tanuy * tanvx;
Vector3 ng = new Vector3(nx, ny, nz);
ng = state.transformNormalObjectToWorld(ng);
ng.normalize();
state.getGeoNormal().set(ng);
float k00 = (1 - u) * (1 - v);
float k10 = u * (1 - v);
float k01 = (1 - u) * v;
float k11 = u * v;
switch (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;
int i33 = 3 * index3;
float[] normals1 = this.normals.data;
state.getNormal().x = k00 * normals1[i30 + 0] + k10 * normals1[i31 + 0] + k11 * normals1[i32 + 0] + k01 * normals1[i33 + 0];
state.getNormal().y = k00 * normals1[i30 + 1] + k10 * normals1[i31 + 1] + k11 * normals1[i32 + 1] + k01 * normals1[i33 + 1];
state.getNormal().z = k00 * normals1[i30 + 2] + k10 * normals1[i31 + 2] + k11 * normals1[i32 + 2] + k01 * normals1[i33 + 2];
state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
case ParameterList.InterpolationType.FACEVARYING:
{
int idx = 3 * quad;
float[] normals1 = this.normals.data;
state.getNormal().x = k00 * normals1[idx + 0] + k10 * normals1[idx + 3] + k11 * normals1[idx + 6] + k01 * normals1[idx + 9];
state.getNormal().y = k00 * normals1[idx + 1] + k10 * normals1[idx + 4] + k11 * normals1[idx + 7] + k01 * normals1[idx + 10];
state.getNormal().z = k00 * normals1[idx + 2] + k10 * normals1[idx + 5] + k11 * normals1[idx + 8] + k01 * normals1[idx + 11];
state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
}
float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0, uv30 = 0, uv31 = 0;
switch (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;
int i23 = 2 * index3;
float[] uvs1 = this.uvs.data;
uv00 = uvs1[i20 + 0];
uv01 = uvs1[i20 + 1];
uv10 = uvs1[i21 + 0];
uv11 = uvs1[i21 + 1];
uv20 = uvs1[i22 + 0];
uv21 = uvs1[i22 + 1];
uv20 = uvs1[i23 + 0];
uv21 = uvs1[i23 + 1];
break;
}
//.........这里部分代码省略.........
示例8: 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9: modify
public void modify(ShadingState state)
{
// apply bump
state.getNormal().set(bumpTexture.getBump(state.getUV().x, state.getUV().y, state.getBasis(), scale));
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
示例10: 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()));
}
示例11: getRadiance
public Color getRadiance(ShadingState state)
{
if (state.getUV() == null)
return Color.BLACK;
return new Color(state.getUV().x, state.getUV().y, 0);
}