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C# ShadingState.getUV方法代码示例

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

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);
 }
开发者ID:,项目名称:,代码行数:4,代码来源:

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);
 }
开发者ID:,项目名称:,代码行数:4,代码来源:

示例4: getBrightColor

 public override Color getBrightColor(ShadingState state)
 {
     return tex.getPixel(state.getUV().x, state.getUV().y);
 }
开发者ID:,项目名称:,代码行数:4,代码来源:

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

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

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.........
开发者ID:,项目名称:,代码行数:101,代码来源:

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

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()));
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:6,代码来源:BumpMappingModifier.cs

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

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);
 }
开发者ID:rzel,项目名称:sunflowsharp,代码行数:6,代码来源:UVShader.cs


注:本文中的ShadingState.getUV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。