本文整理汇总了C#中ShadingState.isBehind方法的典型用法代码示例。如果您正苦于以下问题:C# ShadingState.isBehind方法的具体用法?C# ShadingState.isBehind怎么用?C# ShadingState.isBehind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.isBehind方法的3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: getRadiance
public Color getRadiance(ShadingState state)
{
if (!state.includeLights)
return Color.BLACK;
state.faceforward();
// emit constant radiance
return state.isBehind() ? Color.BLACK : radiance;
}
示例2: GetRadiance
public Color GetRadiance(ShadingState state)
{
if (!state.includeSpecular)
return Color.BLACK;
Vector3 reflDir = new Vector3();
Vector3 refrDir = new Vector3();
state.faceforward();
float cos = state.getCosND();
bool inside = state.isBehind();
float neta = inside ? eta : 1.0f / eta;
float dn = 2 * cos;
reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
// refracted ray
float arg = 1 - (neta * neta * (1 - (cos * cos)));
bool tir = arg < 0;
if (tir)
refrDir.x = refrDir.y = refrDir.z = 0;
else
{
float nK = (neta * cos) - (float)Math.Sqrt(arg);
refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
}
// compute Fresnel terms
float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);
float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
float kt = 1 - kr;
Color absorption = null;
if (inside && absorptionDistance > 0)
{
// this ray is inside the object and leaving it
// compute attenuation that occured along the ray
absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
if (absorption.isBlack())
return Color.BLACK; // nothing goes through
}
// refracted ray
Color ret = Color.black();
if (!tir)
{
ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
}
if (!inside || tir)
ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
return absorption != null ? ret.mul(absorption) : ret;
}
示例3: ScatterPhoton
public void ScatterPhoton(ShadingState state, Color power)
{
Color refr = Color.mul(1 - f0, color);
Color refl = Color.mul(f0, color);
float avgR = refl.getAverage();
float avgT = refr.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgR)
{
state.faceforward();
// don't reflect internally
if (state.isBehind())
return;
// photon is reflected
float cos = state.getCosND();
power.mul(refl).mul(1.0f / avgR);
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);
}
else if (rnd < avgR + avgT)
{
state.faceforward();
// photon is refracted
float cos = state.getCosND();
float neta = state.isBehind() ? eta : 1.0f / eta;
power.mul(refr).mul(1.0f / avgT);
float wK = -neta;
float arg = 1 - (neta * neta * (1 - (cos * cos)));
Vector3 dir = new Vector3();
if (state.isBehind() && absorptionDistance > 0)
{
// this ray is inside the object and leaving it
// compute attenuation that occured along the ray
power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
}
if (arg < 0)
{
// TIR
float dn = 2 * cos;
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);
}
else
{
float nK = (neta * cos) - (float)Math.Sqrt(arg);
dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
}
}
}