Example #1
0
            public PathVertex CreatePathVertex(ref RayData ray, ref RayHit rayHit, Sample Sample)
            {
                PathVertex result = null;
                bool missed = rayHit.Index == 0xffffffffu;
                if (missed)
                {
                    if (scene.EnvironmentMap == null)
                    {
                        result = new EnvironmentPathVertex() { IncomingDirection = -ray.Dir };
                    }
                    else
                    {
                        result = new ImplicitLightVertex() { IncomingDirection = -ray.Dir, Light = scene.EnvironmentMap };
                    }
                    return result;
                }
                var hitInfo = surfaceSampler.GetIntersection(ref ray, ref rayHit);
                var hitPoint = ray.Point(rayHit.Distance);

                var currentTriangleIndex = (int)rayHit.Index;
                if (hitInfo.IsLight)
                {
                    var lt = scene.GetLightByIndex(currentTriangleIndex);
                    result = new ImplicitLightVertex()
                        {
                            IncomingDirection = -ray.Dir,
                            Light = lt,
                            HitItemId = currentTriangleIndex,
                            Point = hitPoint
                        };
                }
                else
                {
                    Vector wo = -ray.Dir;
                    float fPdf;
                    Vector wi;
                    bool specularBounce;
                    float u0 = Sample.GetLazyValue(), u1 = Sample.GetLazyValue(), u2 = Sample.GetLazyValue(), u3 = Sample.GetLazyValue();


                    var bsdf = hitInfo.MMaterial;
                    var throughput = RgbSpectrum.Unit;

                    RgbSpectrum f = bsdf.Sample_f(ref wo, out wi, ref hitInfo.Normal,
                                                               ref hitInfo.ShadingNormal, ref throughput,
                                                               u0, u1, u2, ref hitInfo.TextureData,
                                                               out fPdf, out specularBounce);
                    result = new GeometryVertex()
                        {
                            BsdfSampleWeight = fPdf,
                            GeometryNormal = hitInfo.Normal,
                            ShadingNormal = hitInfo.ShadingNormal,
                            HitItemId = currentTriangleIndex,
                            IncomingDirection = wo,
                            OutgoingDirection = wi,
                            Point = hitPoint,
                            Sample = f,
                            u0 = u0,
                            u1 = u1,
                            u2 = u2,
                            u3 = u3,
                            SampledBsdf = bsdf
                        };

                }
                return result;
            }
Example #2
0
            public ExplicitLightVertex CreateLightVertex(Sample sample, GeometryVertex vertex)
            {

                int currentLightIndex = scene.SampleLights(sample.GetLazyValue());
                var light = scene.Lights[currentLightIndex];

                var ls = new LightSample();
                light.EvaluateShadow(ref vertex.Point, ref vertex.GeometryNormal, sample.GetLazyValue(), sample.GetLazyValue(), sample.GetLazyValue(), ref ls);
                if (ls.Pdf <= 0f)
                {
                    throw new Exception();
                }
                /*
                secRays[tracedShadowRayCount].color = new RgbSpectrum(ls.Spectrum);
                secRays[tracedShadowRayCount].pdf = ls.Pdf;
                secRays[tracedShadowRayCount].shadowRay = ls.LightRay;

                Vector lwi = secRays[tracedShadowRayCount].shadowRay.Dir;
                RgbSpectrum fs;
                hitInfo.MMaterial.f(
                    ref secRays[tracedShadowRayCount].shadowRay.Dir,
                    ref wo, ref hitInfo.ShadingNormal, out fs, BrdfType.Diffuse);
                secRays[tracedShadowRayCount].color *= lightTroughtput *
                                                       Vector.AbsDot(ref hitInfo.ShadingNormal, ref lwi) *
                                                       fs;
                */
                return new ExplicitLightVertex()
                    {
                        
                    };
            }