本文整理汇总了C#中ShadingState.init方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.init方法的具体用法?C# ShadingState.init怎么用?C# ShadingState.init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.init方法的9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: 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()));
}
示例3: 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()));
}
示例4: 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));
}
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();
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.........
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);
}
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: 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()));
}