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Java Vector3.dot方法代码示例

本文整理汇总了Java中org.sunflow.math.Vector3.dot方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3.dot方法的具体用法?Java Vector3.dot怎么用?Java Vector3.dot使用的例子?那么, 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org.sunflow.math.Vector3的用法示例。


在下文中一共展示了Vector3.dot方法的15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Java代码示例。

示例1: scatterPhoton

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
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);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:25,代码来源:DiffuseShader.java

示例2: scatterPhoton

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
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 = Color.GRAY;
    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);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:25,代码来源:QuickGrayShader.java

示例3: getGlobalRadiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
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;
    for (PointLight vpl : 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);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:20,代码来源:InstantGI.java

示例4: getSamples

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public void getSamples(ShadingState state) {
    if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0) {
        // project point onto source plane
        float x = state.getPoint().x - src.x;
        float y = state.getPoint().y - src.y;
        float z = state.getPoint().z - src.z;
        float t = ((x * dir.x) + (y * dir.y) + (z * dir.z));
        if (t >= 0.0) {
            x -= (t * dir.x);
            y -= (t * dir.y);
            z -= (t * dir.z);
            if (((x * x) + (y * y) + (z * z)) <= r2) {
                Point3 p = new Point3();
                p.x = src.x + x;
                p.y = src.y + y;
                p.z = src.z + z;
                LightSample dest = new LightSample();
                dest.setShadowRay(new Ray(state.getPoint(), p));
                dest.setRadiance(radiance, radiance);
                dest.traceShadow(state);
                state.addSample(dest);
            }
        }
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:26,代码来源:DirectionalSpotlight.java

示例5: correctShadingNormal

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
final void correctShadingNormal() {
    // correct shading normals pointing the wrong way
    if (Vector3.dot(n, ng) < 0) {
        n.negate();
        basis.flipW();
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:8,代码来源:ShadingState.java

示例6: getRadiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public Color getRadiance(ShadingState state) {
    // don't use these - gather lights for sphere of directions
    // gather lights
    state.initLightSamples();
    state.initCausticSamples();
    Vector3 v = state.getRay().getDirection();
    v.negate();
    Vector3 h = new Vector3();
    Vector3 t = state.getBasis().transform(new Vector3(0, 1, 0));
    Color diff = Color.black();
    Color spec = Color.black();
    for (LightSample ls : state) {
        Vector3 l = ls.getShadowRay().getDirection();
        float dotTL = Vector3.dot(t, l);
        float sinTL = (float) Math.sqrt(1 - dotTL * dotTL);
        // float dotVL = Vector3.dot(v, l);
        diff.madd(sinTL, ls.getDiffuseRadiance());
        Vector3.add(v, l, h);
        h.normalize();
        float dotTH = Vector3.dot(t, h);
        float sinTH = (float) Math.sqrt(1 - dotTH * dotTH);
        float s = (float) Math.pow(sinTH, 10.0f);
        spec.madd(s, ls.getSpecularRadiance());
    }
    Color c = Color.add(diff, spec, new Color());
    // transparency
    return Color.blend(c, state.traceTransparency(), state.getV(), new Color());
}
 
开发者ID:d2fn,项目名称:passage,代码行数:29,代码来源:Hair.java

示例7: getIrradiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
    float cosTheta = Vector3.dot(up, state.getNormal());
    float sin2 = (1 - cosTheta * cosTheta);
    float sine = sin2 > 0 ? (float) Math.sqrt(sin2) * 0.5f : 0;
    if (cosTheta > 0)
        return Color.blend(sky, ground, sine);
    else
        return Color.blend(ground, sky, sine);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:10,代码来源:FakeGIEngine.java

示例8: getSamples

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public void getSamples(ShadingState state) {
    Vector3 d = Point3.sub(lightPoint, state.getPoint(), new Vector3());
    if (Vector3.dot(d, state.getNormal()) > 0 && Vector3.dot(d, state.getGeoNormal()) > 0) {
        LightSample dest = new LightSample();
        // prepare shadow ray
        dest.setShadowRay(new Ray(state.getPoint(), lightPoint));
        float scale = 1.0f / (float) (4 * Math.PI * lightPoint.distanceToSquared(state.getPoint()));
        dest.setRadiance(power, power);
        dest.getDiffuseRadiance().mul(scale);
        dest.getSpecularRadiance().mul(scale);
        dest.traceShadow(state);
        state.addSample(dest);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:15,代码来源:PointLight.java

示例9: getSamples

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public void getSamples(ShadingState state) {
    if (storedPhotons == 0)
        return;
    NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius);
    locatePhotons(np);
    if (np.found < 8)
        return;
    Point3 ppos = new Point3();
    Vector3 pdir = new Vector3();
    Vector3 pvec = new Vector3();
    float invArea = 1.0f / ((float) Math.PI * np.dist2[0]);
    float maxNDist = np.dist2[0] * 0.05f;
    float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]);
    float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue));
    for (int i = 1; i <= np.found; i++) {
        Photon phot = np.index[i];
        Vector3.decode(phot.dir, pdir);
        float cos = -Vector3.dot(pdir, state.getNormal());
        if (cos > 0.001) {
            ppos.set(phot.x, phot.y, phot.z);
            Point3.sub(ppos, state.getPoint(), pvec);
            float pcos = Vector3.dot(pvec, state.getNormal());
            if ((pcos < maxNDist) && (pcos > -maxNDist)) {
                LightSample sample = new LightSample();
                sample.setShadowRay(new Ray(state.getPoint(), pdir.negate()));
                sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK);
                sample.getDiffuseRadiance().mul((1.0f - (float) Math.sqrt(np.dist2[i] * f2r2)) * fInv);
                state.addSample(sample);
            }
        }
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:33,代码来源:CausticPhotonMap.java

示例10: specularPhong

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
/**
 * Computes a phong specular response to the current light samples and
 * global illumination.
 * 
 * @param spec specular color
 * @param power phong exponent
 * @param numRays number of glossy rays to trace
 * @return shaded color
 */
public final Color specularPhong(Color spec, float power, int numRays) {
    // integrate a phong specular function
    Color lr = Color.black();
    if (!includeSpecular || spec.isBlack())
        return lr;
    // reflected direction
    float dn = 2 * cosND;
    Vector3 refDir = new Vector3();
    refDir.x = (dn * n.x) + r.dx;
    refDir.y = (dn * n.y) + r.dy;
    refDir.z = (dn * n.z) + r.dz;
    // direct lighting
    for (LightSample sample : this) {
        float cosNL = sample.dot(n);
        float cosLR = sample.dot(refDir);
        if (cosLR > 0)
            lr.madd(cosNL * (float) Math.pow(cosLR, power), sample.getSpecularRadiance());
    }
    // indirect lighting
    if (numRays > 0) {
        int numSamples = getDepth() == 0 ? numRays : 1;
        OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(refDir);
        float mul = (2.0f * (float) Math.PI / (power + 1)) / numSamples;
        for (int i = 0; i < numSamples; i++) {
            // specular indirect lighting
            double r1 = getRandom(i, 0, numSamples);
            double r2 = getRandom(i, 1, numSamples);
            double u = 2 * Math.PI * r1;
            double s = (float) Math.pow(r2, 1 / (power + 1));
            double s1 = (float) Math.sqrt(1 - s * s);
            Vector3 w = new Vector3((float) (Math.cos(u) * s1), (float) (Math.sin(u) * s1), (float) s);
            w = onb.transform(w, new Vector3());
            float wn = Vector3.dot(w, n);
            if (wn > 0)
                lr.madd(wn * mul, traceGlossy(new Ray(p, w), i));
        }
    }
    lr.mul(spec).mul((power + 2) / (2.0f * (float) Math.PI));
    return lr;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:50,代码来源:ShadingState.java

示例11: getRadiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
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();
    boolean 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)));
    boolean 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 absorbtion = null;
    if (inside && absorptionDistance > 0) {
        // this ray is inside the object and leaving it
        // compute attenuation that occured along the ray
        absorbtion = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
        if (absorbtion.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 absorbtion != null ? ret.mul(absorbtion) : ret;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:54,代码来源:GlassShader.java

示例12: getSamples

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
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);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:57,代码来源:SphereLight.java

示例13: store

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) {
    // don't store on the wrong side of a surface
    if (Vector3.dot(state.getNormal(), dir) > 0)
        return;
    Point3 pt = state.getPoint();
    // outside grid bounds ?
    if (!bounds.contains(pt))
        return;
    Vector3 ext = bounds.getExtents();
    int ix = (int) (((pt.x - bounds.getMinimum().x) * nx) / ext.x);
    int iy = (int) (((pt.y - bounds.getMinimum().y) * ny) / ext.y);
    int iz = (int) (((pt.z - bounds.getMinimum().z) * nz) / ext.z);
    ix = MathUtils.clamp(ix, 0, nx - 1);
    iy = MathUtils.clamp(iy, 0, ny - 1);
    iz = MathUtils.clamp(iz, 0, nz - 1);
    int id = ix + iy * nx + iz * nx * ny;
    synchronized (this) {
        int hid = id % cellHash.length;
        PhotonGroup g = cellHash[hid];
        PhotonGroup last = null;
        boolean hasID = false;
        while (g != null) {
            if (g.id == id) {
                hasID = true;
                if (Vector3.dot(state.getNormal(), g.normal) > NORMAL_THRESHOLD)
                    break;
            }
            last = g;
            g = g.next;
        }
        if (g == null) {
            g = new PhotonGroup(id, state.getNormal());
            if (last == null)
                cellHash[hid] = g;
            else
                last.next = g;
            if (!hasID) {
                hashSize++; // we have not seen this ID before
                // resize hash if we have grown too large
                if (hashSize > cellHash.length)
                    growPhotonHash();
            }
        }
        g.count++;
        g.flux.add(power);
        g.diffuse.add(diffuse);
        numStoredPhotons++;
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:50,代码来源:GridPhotonMap.java

示例14: getRadiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public synchronized Color getRadiance(Point3 p, Vector3 n) {
    if (!bounds.contains(p))
        return Color.BLACK;
    Vector3 ext = bounds.getExtents();
    int ix = (int) (((p.x - bounds.getMinimum().x) * nx) / ext.x);
    int iy = (int) (((p.y - bounds.getMinimum().y) * ny) / ext.y);
    int iz = (int) (((p.z - bounds.getMinimum().z) * nz) / ext.z);
    ix = MathUtils.clamp(ix, 0, nx - 1);
    iy = MathUtils.clamp(iy, 0, ny - 1);
    iz = MathUtils.clamp(iz, 0, nz - 1);
    int id = ix + iy * nx + iz * nx * ny;
    rwl.readLock().lock();
    PhotonGroup center = null;
    for (PhotonGroup g = get(ix, iy, iz); g != null; g = g.next) {
        if (g.id == id && Vector3.dot(n, g.normal) > NORMAL_THRESHOLD) {
            if (g.radiance == null) {
                center = g;
                break;
            }
            Color r = g.radiance.copy();
            rwl.readLock().unlock();
            return r;
        }
    }
    int vol = 1;
    while (true) {
        int numPhotons = 0;
        int ndiff = 0;
        Color irr = Color.black();
        Color diff = (center == null) ? Color.black() : null;
        for (int z = iz - (vol - 1); z <= iz + (vol - 1); z++) {
            for (int y = iy - (vol - 1); y <= iy + (vol - 1); y++) {
                for (int x = ix - (vol - 1); x <= ix + (vol - 1); x++) {
                    int vid = x + y * nx + z * nx * ny;
                    for (PhotonGroup g = get(x, y, z); g != null; g = g.next) {
                        if (g.id == vid && Vector3.dot(n, g.normal) > NORMAL_THRESHOLD) {
                            numPhotons += g.count;
                            irr.add(g.flux);
                            if (diff != null) {
                                diff.add(g.diffuse);
                                ndiff++;
                            }
                            break; // only one valid group can be found,
                            // skip the others
                        }
                    }
                }
            }
        }
        if (numPhotons >= numGather || vol >= 3) {
            // we have found enough photons
            // cache irradiance and return
            float area = (2 * vol - 1) / 3.0f * ((ext.x / nx) + (ext.y / ny) + (ext.z / nz));
            area *= area;
            area *= Math.PI;
            irr.mul(1.0f / area);
            // upgrade lock manually
            rwl.readLock().unlock();
            rwl.writeLock().lock();
            if (center == null) {
                if (ndiff > 0)
                    diff.mul(1.0f / ndiff);
                center = new PhotonGroup(id, n);
                center.diffuse.set(diff);
                center.next = cellHash[id % cellHash.length];
                cellHash[id % cellHash.length] = center;
            }
            irr.mul(center.diffuse);
            center.radiance = irr.copy();
            rwl.writeLock().unlock(); // unlock write - done
            return irr;
        }
        vol++;
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:76,代码来源:GridPhotonMap.java

示例15: precomputeRadiance

import org.sunflow.math.Vector3; //导入方法依赖的package包/类
public void precomputeRadiance() {
    if (storedPhotons == 0)
        return;
    // precompute the radiance for all photons that are neither
    // leaves nor parents of leaves in the tree.
    int quadStoredPhotons = halfStoredPhotons / 2;
    Point3 p = new Point3();
    Vector3 n = new Vector3();
    Point3 ppos = new Point3();
    Vector3 pdir = new Vector3();
    Vector3 pvec = new Vector3();
    Color irr = new Color();
    Color pow = new Color();
    float maxDist2 = gatherRadius * gatherRadius;
    NearestPhotons np = new NearestPhotons(p, numGather, maxDist2);
    Photon[] temp = new Photon[quadStoredPhotons + 1];
    UI.taskStart("Precomputing radiance", 1, quadStoredPhotons);
    for (int i = 1; i <= quadStoredPhotons; i++) {
        UI.taskUpdate(i);
        Photon curr = photons[i];
        p.set(curr.x, curr.y, curr.z);
        Vector3.decode(curr.normal, n);
        irr.set(Color.BLACK);
        np.reset(p, maxDist2);
        locatePhotons(np);
        if (np.found < 8) {
            curr.data = 0;
            temp[i] = curr;
            continue;
        }
        float invArea = 1.0f / ((float) Math.PI * np.dist2[0]);
        float maxNDist = np.dist2[0] * 0.05f;
        for (int j = 1; j <= np.found; j++) {
            Photon phot = np.index[j];
            Vector3.decode(phot.dir, pdir);
            float cos = -Vector3.dot(pdir, n);
            if (cos > 0.01f) {
                ppos.set(phot.x, phot.y, phot.z);
                Point3.sub(ppos, p, pvec);
                float pcos = Vector3.dot(pvec, n);
                if ((pcos < maxNDist) && (pcos > -maxNDist))
                    irr.add(pow.setRGBE(phot.power));
            }
        }
        irr.mul(invArea);
        // compute radiance
        irr.mul(new Color(curr.data)).mul(1.0f / (float) Math.PI);
        curr.data = irr.toRGBE();
        temp[i] = curr;
    }
    UI.taskStop();

    // resize photon map to only include irradiance photons
    numGather /= 4;
    maxRadius = 1.4f * (float) Math.sqrt(maxPower * numGather);
    if (gatherRadius > maxRadius)
        gatherRadius = maxRadius;
    storedPhotons = quadStoredPhotons;
    halfStoredPhotons = storedPhotons / 2;
    log2n = (int) Math.ceil(Math.log(storedPhotons) / Math.log(2.0));
    photons = temp;
    hasRadiance = true;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:64,代码来源:GlobalPhotonMap.java


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