Example #1
0
 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();
     foreach (LightSample ls in 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());
 }
Example #2
0
 public static OrthoNormalBasis makeFromW(Vector3 w)
 {
     OrthoNormalBasis onb = new OrthoNormalBasis();
     w.normalize(onb.w);
     if ((Math.Abs(onb.w.x) < Math.Abs(onb.w.y)) && (Math.Abs(onb.w.x) < Math.Abs(onb.w.z)))
     {
         onb.v.x = 0;
         onb.v.y = onb.w.z;
         onb.v.z = -onb.w.y;
     }
     else if (Math.Abs(onb.w.y) < Math.Abs(onb.w.z))
     {
         onb.v.x = onb.w.z;
         onb.v.y = 0;
         onb.v.z = -onb.w.x;
     }
     else
     {
         onb.v.x = onb.w.y;
         onb.v.y = -onb.w.x;
         onb.v.z = 0;
     }
     Vector3.cross(onb.v.normalize(), onb.w, onb.u);
     return onb;
 }
Example #3
0
 public static OrthoNormalBasis makeFromWV(Vector3 w, Vector3 v)
 {
     OrthoNormalBasis onb = new OrthoNormalBasis();
     w.normalize(onb.w);
     Vector3.cross(v, onb.w, onb.u).normalize();
     Vector3.cross(onb.w, onb.u, onb.v);
     return onb;
 }
 public DirectionalSpotlight()
 {
     src = new Point3(0, 0, 0);
     dir = new Vector3(0, 0, -1);
     dir.normalize();
     basis = OrthoNormalBasis.makeFromW(dir);
     r = 1;
     r2 = r * r;
     radiance = Color.WHITE;
 }
Example #5
0
        public Quaternion(float theta, float x, float y, float z)
        {
            data = new float[4];
            float sinAngle;
            theta = theta * 0.5f;
            Vector3 vn = new Vector3(x, y, z);
            vn.normalize();

            sinAngle = (float)Math.Sin(theta);

            data[1] = (vn.X * sinAngle);
            data[2] = (vn.Y * sinAngle);
            data[3] = (vn.Z * sinAngle);
            data[0] = (float)Math.Cos(theta);
        }
 public bool update(ParameterList pl, SunflowAPI api)
 {
     src = pl.getPoint("source", src);
     dir = pl.getVector("dir", dir);
     dir.normalize();
     r = pl.getFloat("radius", r);
     basis = OrthoNormalBasis.makeFromW(dir);
     r2 = r * r;
     radiance = pl.getColor("radiance", radiance);
     return true;
 }
Example #7
0
        protected void configBillboard(Vector3 position)
        {
            //Shamelessly stolen from http://www.lighthouse3d.com/opengl/billboarding/index.php?billSphe
            if (LockType == BillboardLockType.Cylindrical || LockType == BillboardLockType.Spherical)
            {
                float[] modelView = new float[16];
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glPushMatrix();
                //Gl.glLoadIdentity();
                Vector3 camera = CameraManager.Current.position;

                Vector3 difference = new Vector3(camera.X - position.X, 0, camera.Z - position.Z);
                Vector3 lookAt = new Vector3(0,0,1);
                difference.normalize();
                Vector3 up = lookAt.cross(difference);
                float angleCosine = lookAt.dot(difference);
                if ((angleCosine < 0.99990) && (angleCosine > -0.9999))
                    Gl.glRotatef((float)(Math.Acos(angleCosine) * 180/Math.PI), up.X, up.Y, up.Z);

                if (LockType == BillboardLockType.Spherical)
                {
                    Vector3 difference3d = camera - position;
                    difference3d.normalize();
                    angleCosine = difference3d.dot(difference);
                    if ((angleCosine < 0.99990) && (angleCosine > -0.9999))
                    {
                        if (difference3d.Y < 0)
                            Gl.glRotatef((float)(Math.Acos(angleCosine) * 180 / Math.PI), 1, 0, 0);
                        else
                            Gl.glRotatef((float)(Math.Acos(angleCosine) * 180 / Math.PI), -1, 0, 0);
                    }
                }
            }
        }
Example #8
0
        private void initSunSky()
        {
            // perform all the required initialization of constants
            sunDirWorld.normalize();
            sunDir = basis.untransform(sunDirWorld, new Vector3());
            sunDir.normalize();
            sunTheta = (float)Math.Acos(MathUtils.clamp(sunDir.z, -1, 1));
            if (sunDir.z > 0)
            {
                sunSpectralRadiance = computeAttenuatedSunlight(sunTheta, turbidity);
                // produce color suitable for rendering
                sunColor = RGBSpace.SRGB.convertXYZtoRGB(sunSpectralRadiance.toXYZ().mul(1e-4f)).constrainRGB();
            }
            else
            {
                sunSpectralRadiance = new ConstantSpectralCurve(0);
            }
            // sunSolidAngle = (float) (0.25 * Math.PI * 1.39 * 1.39 / (150 * 150));
            float theta2 = sunTheta * sunTheta;
            float theta3 = sunTheta * theta2;
            float T = turbidity;
            float T2 = turbidity * turbidity;
            double chi = (4.0 / 9.0 - T / 120.0) * (Math.PI - 2.0 * sunTheta);
            zenithY = (4.0453 * T - 4.9710) * Math.Tan(chi) - 0.2155 * T + 2.4192;
            zenithY *= 1000; /* conversion from kcd/m^2 to cd/m^2 */
            zenithx = (0.00165 * theta3 - 0.00374 * theta2 + 0.00208 * sunTheta + 0) * T2 + (-0.02902 * theta3 + 0.06377 * theta2 - 0.03202 * sunTheta + 0.00394) * T + (0.11693 * theta3 - 0.21196 * theta2 + 0.06052 * sunTheta + 0.25885);
            zenithy = (0.00275 * theta3 - 0.00610 * theta2 + 0.00316 * sunTheta + 0) * T2 + (-0.04212 * theta3 + 0.08970 * theta2 - 0.04153 * sunTheta + 0.00515) * T + (0.15346 * theta3 - 0.26756 * theta2 + 0.06669 * sunTheta + 0.26688);

            perezY[0] = 0.17872 * T - 1.46303;
            perezY[1] = -0.35540 * T + 0.42749;
            perezY[2] = -0.02266 * T + 5.32505;
            perezY[3] = 0.12064 * T - 2.57705;
            perezY[4] = -0.06696 * T + 0.37027;

            perezx[0] = -0.01925 * T - 0.25922;
            perezx[1] = -0.06651 * T + 0.00081;
            perezx[2] = -0.00041 * T + 0.21247;
            perezx[3] = -0.06409 * T - 0.89887;
            perezx[4] = -0.00325 * T + 0.04517;

            perezy[0] = -0.01669 * T - 0.26078;
            perezy[1] = -0.09495 * T + 0.00921;
            perezy[2] = -0.00792 * T + 0.21023;
            perezy[3] = -0.04405 * T - 1.65369;
            perezy[4] = -0.01092 * T + 0.05291;

            int w = 32, h = 32;
            imageHistogram = new float[w][];
            for (int i = 0; i < imageHistogram.Length; i++)
                imageHistogram[i] = new float[h];
            colHistogram = new float[w];
            float du = 1.0f / w;
            float dv = 1.0f / h;
            for (int x = 0; x < w; x++)
            {
                for (int y = 0; y < h; y++)
                {
                    float u = (x + 0.5f) * du;
                    float v = (y + 0.5f) * dv;
                    Color c = getSkyRGB(getDirection(u, v));
                    imageHistogram[x][y] = c.getLuminance() * (float)Math.Sin(Math.PI * v);
                    if (y > 0)
                        imageHistogram[x][y] += imageHistogram[x][y - 1];
                }
                colHistogram[x] = imageHistogram[x][h - 1];
                if (x > 0)
                    colHistogram[x] += colHistogram[x - 1];
                for (int y = 0; y < h; y++)
                    imageHistogram[x][y] /= imageHistogram[x][h - 1];
            }
            for (int x = 0; x < w; x++)
                colHistogram[x] /= colHistogram[w - 1];
            jacobian = (float)(2 * Math.PI * Math.PI) / (w * h);
        }
Example #9
0
 private Color getSkyRGB(Vector3 dir)
 {
     if (dir.z < 0)
         return Color.BLACK;
     if (dir.z < 0.001f)
         dir.z = 0.001f;
     dir.normalize();
     double theta = Math.Acos(MathUtils.clamp(dir.z, -1, 1));
     double gamma = Math.Acos(MathUtils.clamp(Vector3.dot(dir, sunDir), -1, 1));
     double x = perezFunction(perezx, theta, gamma, zenithx);
     double y = perezFunction(perezy, theta, gamma, zenithy);
     double Y = perezFunction(perezY, theta, gamma, zenithY) * 1e-4;
     XYZColor c = ChromaticitySpectrum.get((float)x, (float)y);
     // XYZColor c = new ChromaticitySpectrum((float) x, (float) y).toXYZ();
     float X = (float)(c.getX() * Y / c.getY());
     float Z = (float)(c.getZ() * Y / c.getY());
     return RGBSpace.SRGB.convertXYZtoRGB(X, (float)Y, Z);
 }
Example #10
0
 private Vector3 getTangent(int line, int v0, float v)
 {
     Vector3 vcurr = new Vector3(points[v0 + 3] - points[v0 + 0], points[v0 + 4] - points[v0 + 1], points[v0 + 5] - points[v0 + 2]);
     vcurr.normalize();
     if (line == 0 || line == numSegments - 1)
         return vcurr;
     if (v <= 0.5f)
     {
         // get previous segment
         Vector3 vprev = new Vector3(points[v0 + 0] - points[v0 - 3], points[v0 + 1] - points[v0 - 2], points[v0 + 2] - points[v0 - 1]);
         vprev.normalize();
         float t = v + 0.5f;
         float s = 1 - t;
         float vx = vprev.x * s + vcurr.x * t;
         float vy = vprev.y * s + vcurr.y * t;
         float vz = vprev.z * s + vcurr.z * t;
         return new Vector3(vx, vy, vz);
     }
     else
     {
         // get next segment
         v0 += 3;
         Vector3 vnext = new Vector3(points[v0 + 3] - points[v0 + 0], points[v0 + 4] - points[v0 + 1], points[v0 + 5] - points[v0 + 2]);
         vnext.normalize();
         float t = 1.5f - v;
         float s = 1 - t;
         float vx = vnext.x * s + vcurr.x * t;
         float vy = vnext.y * s + vcurr.y * t;
         float vz = vnext.z * s + vcurr.z * t;
         return new Vector3(vx, vy, vz);
     }
 }
Example #11
0
        public Vector3 transformVector(Vector3 vec)
        {
            Vector3 vn = new Vector3(ref vec);
            vn.normalize();

            Quaternion vecQuat = new Quaternion();
            Quaternion resQuat = new Quaternion();
            vecQuat.X = vn.X;
            vecQuat.Y = vn.Y;
            vecQuat.Z = vn.Z;
            vecQuat.W = 0.0f;

            resQuat = vecQuat * conjugate();
            resQuat = this * resQuat;

            return new Vector3(resQuat.X, resQuat.Y, resQuat.Z);
        }
Example #12
0
 public TriangleLight(int tri, TriangleMeshLight meshlight)
 {
     tri3 = 3 * tri;
     this.meshlight = meshlight;
     int a = meshlight.triangles[tri3 + 0];
     int b = meshlight.triangles[tri3 + 1];
     int c = meshlight.triangles[tri3 + 2];
     Point3 v0p = meshlight.getPoint(a);
     Point3 v1p = meshlight.getPoint(b);
     Point3 v2p = meshlight.getPoint(c);
     ng = Point3.normal(v0p, v1p, v2p);
     area = 0.5f * ng.Length();
     ng.normalize();
 }
Example #13
0
            public void getSamples(ShadingState state)
            {
                if (meshlight.numSamples == 0)
                    return;
                Vector3 n = state.getNormal();
                Point3 p = state.getPoint();
                // vector towards each vertex of the light source
                Vector3 p0 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 0]), p, new Vector3());
                // cull triangle if it is facing the wrong way
                if (Vector3.dot(p0, ng) >= 0)
                    return;
                Vector3 p1 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 1]), p, new Vector3());
                Vector3 p2 = Point3.sub(meshlight.getPoint(meshlight.triangles[tri3 + 2]), p, new Vector3());
                // if all three vertices are below the hemisphere, stop
                if (Vector3.dot(p0, n) <= 0 && Vector3.dot(p1, n) <= 0 && Vector3.dot(p2, n) <= 0)
                    return;
                p0.normalize();
                p1.normalize();
                p2.normalize();
                float dot = Vector3.dot(p2, p0);
                Vector3 h = new Vector3();
                h.x = p2.x - dot * p0.x;
                h.y = p2.y - dot * p0.y;
                h.z = p2.z - dot * p0.z;
                float hlen = h.Length();
                if (hlen > 1e-6f)
                    h.div(hlen);
                else
                    return;
                Vector3 n0 = Vector3.cross(p0, p1, new Vector3());
                float len0 = n0.Length();
                if (len0 > 1e-6f)
                    n0.div(len0);
                else
                    return;
                Vector3 n1 = Vector3.cross(p1, p2, new Vector3());
                float len1 = n1.Length();
                if (len1 > 1e-6f)
                    n1.div(len1);
                else
                    return;
                Vector3 n2 = Vector3.cross(p2, p0, new Vector3());
                float len2 = n2.Length();
                if (len2 > 1e-6f)
                    n2.div(len2);
                else
                    return;

                float cosAlpha = MathUtils.clamp(-Vector3.dot(n2, n0), -1.0f, 1.0f);
                float cosBeta = MathUtils.clamp(-Vector3.dot(n0, n1), -1.0f, 1.0f);
                float cosGamma = MathUtils.clamp(-Vector3.dot(n1, n2), -1.0f, 1.0f);

                float alpha = (float)Math.Acos(cosAlpha);
                float beta = (float)Math.Acos(cosBeta);
                float gamma = (float)Math.Acos(cosGamma);

                float area = alpha + beta + gamma - (float)Math.PI;

                float cosC = MathUtils.clamp(Vector3.dot(p0, p1), -1.0f, 1.0f);
                float salpha = (float)Math.Sin(alpha);
                float product = salpha * cosC;

                // use lower sampling depth for diffuse bounces
                int samples = state.getDiffuseDepth() > 0 ? 1 : meshlight.numSamples;
                Color c = Color.mul(area / samples, meshlight.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);

                    float phi = (float)randX * area - alpha + (float)Math.PI;
                    float sinPhi = (float)Math.Sin(phi);
                    float cosPhi = (float)Math.Cos(phi);

                    float u = cosPhi + cosAlpha;
                    float v = sinPhi - product;

                    float q = (-v + cosAlpha * (cosPhi * -v + sinPhi * u)) / (salpha * (sinPhi * -v - cosPhi * u));
                    float q1 = 1.0f - q * q;
                    if (q1 < 0.0f)
                        q1 = 0.0f;

                    float sqrtq1 = (float)Math.Sqrt(q1);
                    float ncx = q * p0.x + sqrtq1 * h.x;
                    float ncy = q * p0.y + sqrtq1 * h.y;
                    float ncz = q * p0.z + sqrtq1 * h.z;
                    dot = p1.dot(ncx, ncy, ncz);
                    float z = 1.0f - (float)randY * (1.0f - dot);
                    float z1 = 1.0f - z * z;
                    if (z1 < 0.0f)
                        z1 = 0.0f;
                    Vector3 nd = new Vector3();
                    nd.x = ncx - dot * p1.x;
                    nd.y = ncy - dot * p1.y;
                    nd.z = ncz - dot * p1.z;
                    nd.normalize();
                    float sqrtz1 = (float)Math.Sqrt(z1);
                    Vector3 result = new Vector3();
                    result.x = z * p1.x + sqrtz1 * nd.x;
                    result.y = z * p1.y + sqrtz1 * nd.y;
                    result.z = z * p1.z + sqrtz1 * nd.z;

                    // make sure the sample is in the right hemisphere - facing in
                    // the right direction
                    if (Vector3.dot(result, n) > 0 && Vector3.dot(result, state.getGeoNormal()) > 0 && Vector3.dot(result, ng) < 0)
                    {
                        // compute intersection with triangle (if any)
                        Ray shadowRay = new Ray(state.getPoint(), result);
                        if (!intersectTriangleKensler(shadowRay))
                            continue;
                        LightSample dest = new LightSample();
                        dest.setShadowRay(shadowRay);
                        // prepare sample
                        dest.setRadiance(c, c);
                        dest.traceShadow(state);
                        state.addSample(dest);
                    }
                }
            }
Example #14
0
        private void GenerateMesh()
        {
            List<Vector3> curvePoints = new List<Vector3>();
            List<Vector3> attractorPoints = new List<Vector3>();

            pipeFunction.InitParameters();

            attractorPoints.Capacity = pipeSegments + 2;
            curvePoints.Capacity = (pipeSegments + 2) * 5;

            int circleSegments = outlinePoints.Count;
            float tDelta = 1.0f/(knotsPerPipeSegment-1);

            attractorPoints.Add(startPosition);
            Vector3 temp = new Vector3();
            temp.set(startPosition);

            //    		Console.WriteLine(temp);

            for (int i =0; i<pipeSegments; i++) {

                pipeFunction.GetNextPosition(temp);
                Vector3 nextPoint = new Vector3();
                nextPoint.set(temp);
                attractorPoints.Add(nextPoint);

            }

            // special case the first point
            int lastItem = attractorPoints.Count-1;
            if (attractorPoints[0] == attractorPoints[lastItem]) {
                // it loops
                attractorPoints.RemoveAt(lastItem);
                Vector3 tmp = attractorPoints[ attractorPoints.Count-1];
                attractorPoints.Add(attractorPoints[0]);
                attractorPoints.Insert(0, tmp);
            } else {
                // it does not loop

                Vector3 diff=  new Vector3();
                diff = Vector3.sub(attractorPoints[0], attractorPoints[1], diff);
                diff =  Vector3.add(attractorPoints[0], diff, diff);

                Vector3 diff2 =  new Vector3();
                diff2 = Vector3.sub(attractorPoints[lastItem], attractorPoints[lastItem-1], diff2);
                diff2 =  Vector3.add(attractorPoints[lastItem], diff2, diff2);

                attractorPoints.Add(diff2);
                attractorPoints.Insert(0,diff );

            }

            //  	    	Console.WriteLine("attractorPoints: {0}" , attractorPoints.Count);

            int knotIndex = 0;
            Vector3 splinePoint = new Vector3();
            Vector3 tangent = new Vector3();
            Vector3 normal = new Vector3();
            Vector3 up = new Vector3(0f,1f,0f);
            Point3 zero = new Point3(0f,0f,0f);
            Point3 tangentAsPoint = new Point3();
            Point3 rotatedPoint = new Point3();
            Vector3 oldSplinePoint = new  Vector3();
            Matrix4 rotateToTangent ;

            int pipeIndex = 0;
            int quadIndex = 0;
            int circleIndex = 0;
            int normalIndex = 0;

            float t=0f;

            foreach ( Vector3 tempv in attractorPoints) {
                tempv.mul(4.0f);
                // 	    		Console.WriteLine("attractorPoint: {0}" , tempv);
            }

            oldSplinePoint.set(attractorPoints[0]);

            for (int i=0; i<=pipeSegments-1; i++) {

                while (t <= 1.0f) {
                    //				Console.WriteLine("t : {0}", t);
                    //				Console.WriteLine("knotIndex : {0} - {1}", knotIndex, knotIndex+3);
                    //				Console.WriteLine(attractorPoints[knotIndex+1]);
                    //				Console.WriteLine(attractorPoints[knotIndex+2]);

                    splinePoint.x = CatmullRomSpline(t,
                                                     attractorPoints[knotIndex].x,
                                                     attractorPoints[knotIndex+1].x,
                                                     attractorPoints[knotIndex+2].x,
                                                     attractorPoints[knotIndex+3].x);
                    splinePoint.y = CatmullRomSpline(t,
                                                     attractorPoints[knotIndex].y,
                                                     attractorPoints[knotIndex+1].y,
                                                     attractorPoints[knotIndex+2].y,
                                                     attractorPoints[knotIndex+3].y);
                    splinePoint.z = CatmullRomSpline(t,
                                                     attractorPoints[knotIndex].z,
                                                     attractorPoints[knotIndex+1].z,
                                                     attractorPoints[knotIndex+2].z,
                                                     attractorPoints[knotIndex+3].z);

                    t += tDelta;

                    tangent = Vector3.sub(splinePoint, oldSplinePoint, tangent).normalize();
                    tangentAsPoint.set(tangent.x, tangent.y, tangent.z);

            //					normal =  Vector3.cross(tangent,up,normal).normalize();

                    oldSplinePoint.set(splinePoint);

            //					Matrix4 rotateAlongTangent = Matrix4.rotate(tangent.x, tangent.y, tangent.z, (float)thetaDelta);

                    rotateToTangent = Matrix4.lookAt(zero, tangentAsPoint, up);//.inverse();

                    if(circleIndex == 0)
                    {

                        for (int circleSegement	= 0; circleSegement < circleSegments ; circleSegement++) {

            //							pointOnOutline.set (pipeRadius * (float)Math.Cos(theta) ,pipeRadius * (float)Math.Sin(theta), 0f);

                            rotatedPoint =  rotateToTangent.transformP(outlinePoints[circleSegement]);

                            bb.include(rotatedPoint.x + splinePoint.x, rotatedPoint.y + splinePoint.y,  rotatedPoint.z + splinePoint.z);

                            points[pipeIndex++] = rotatedPoint.x + splinePoint.x;
                            points[pipeIndex++] = rotatedPoint.y + splinePoint.y;
                            points[pipeIndex++] = rotatedPoint.z + splinePoint.z;

                            if(smooth) {
                                normal.x = rotatedPoint.x;
                                normal.y = rotatedPoint.y;
                                normal.z = rotatedPoint.z;

                                normal.normalize();

                                normals.data[normalIndex++] = normal.x;
                                normals.data[normalIndex++] = normal.y;
                                normals.data[normalIndex++] = normal.z;
                            }

                        }
                    }
                    else
                    {
                        // go round it a circle.
                        int circleSegement;
                        for (circleSegement = 0; circleSegement < circleSegments; circleSegement++) {

                            rotatedPoint =  rotateToTangent.transformP(outlinePoints[circleSegement]);
                            bb.include(rotatedPoint.x + splinePoint.x, rotatedPoint.y + splinePoint.y,  rotatedPoint.z + splinePoint.z);

                            points[pipeIndex++] = rotatedPoint.x + splinePoint.x;
                            points[pipeIndex++] = rotatedPoint.y + splinePoint.y;
                            points[pipeIndex++] = rotatedPoint.z + splinePoint.z;

                            if(smooth) {
                                normal.x = rotatedPoint.x;
                                normal.y = rotatedPoint.y;
                                normal.z = rotatedPoint.z;

                                normal.normalize();

                                normals.data[normalIndex++] = normal.x;
                                normals.data[normalIndex++] = normal.y;
                                normals.data[normalIndex++] = normal.z;
                            }

                            if (circleSegement + 1 < circleSegments)
                            {
                                //  	    						Console.WriteLine("quadIndex : {0}", quadIndex);
                                quads[quadIndex++] = circleSegement + ((circleIndex - 1) * circleSegments)  ;
                                quads[quadIndex++] = circleSegement + ((circleIndex - 1) * circleSegments) + 1;
                                quads[quadIndex++] = circleSegement + (circleIndex * circleSegments) + 1;
                                quads[quadIndex++] = circleSegement + (circleIndex * circleSegments);

                            }

                        }

                        // joint it back to first points
                        quads[quadIndex++] = (circleSegement - 1)  + ((circleIndex - 1) * circleSegments)  ;
                        quads[quadIndex++] = ((circleIndex - 1) * circleSegments);
                        quads[quadIndex++] = (circleIndex * circleSegments) ;
                        quads[quadIndex++] = (circleSegement - 1) + (circleIndex * circleSegments);

                    }
                    circleIndex++;

                }

                t = tDelta;
                knotIndex++;

            }
        }
Example #15
0
 public bool Update(ParameterList pl, SunflowAPI api)
 {
     level = MathUtils.clamp(pl.getInt("level", level), 0, 20);
     axis = pl.getVector("axis", axis);
     axis.normalize();
     baseRadius = Math.Abs(pl.getFloat("radius", baseRadius));
     return true;
 }
Example #16
0
 private TriangleMesh generate(int[] tris, float[] verts, bool smoothNormals)
 {
     ParameterList pl = new ParameterList();
     pl.addIntegerArray("triangles", tris);
     pl.addPoints("points", ParameterList.InterpolationType.VERTEX, verts);
     if (smoothNormals)
     {
         float[] normals = new float[verts.Length]; // filled with 0's
         Point3 p0 = new Point3();
         Point3 p1 = new Point3();
         Point3 p2 = new Point3();
         Vector3 n = new Vector3();
         for (int i3 = 0; i3 < tris.Length; i3 += 3)
         {
             int v0 = tris[i3 + 0];
             int v1 = tris[i3 + 1];
             int v2 = tris[i3 + 2];
             p0.set(verts[3 * v0 + 0], verts[3 * v0 + 1], verts[3 * v0 + 2]);
             p1.set(verts[3 * v1 + 0], verts[3 * v1 + 1], verts[3 * v1 + 2]);
             p2.set(verts[3 * v2 + 0], verts[3 * v2 + 1], verts[3 * v2 + 2]);
             Point3.normal(p0, p1, p2, n); // compute normal
             // add face normal to each vertex
             // note that these are not normalized so this in fact weights
             // each normal by the area of the triangle
             normals[3 * v0 + 0] += n.x;
             normals[3 * v0 + 1] += n.y;
             normals[3 * v0 + 2] += n.z;
             normals[3 * v1 + 0] += n.x;
             normals[3 * v1 + 1] += n.y;
             normals[3 * v1 + 2] += n.z;
             normals[3 * v2 + 0] += n.x;
             normals[3 * v2 + 1] += n.y;
             normals[3 * v2 + 2] += n.z;
         }
         // normalize all the vectors
         for (int i3 = 0; i3 < normals.Length; i3 += 3)
         {
             n.set(normals[i3 + 0], normals[i3 + 1], normals[i3 + 2]);
             n.normalize();
             normals[i3 + 0] = n.x;
             normals[i3 + 1] = n.y;
             normals[i3 + 2] = n.z;
         }
         pl.addVectors("normals", ParameterList.InterpolationType.VERTEX, normals);
     }
     TriangleMesh m = new TriangleMesh();
     if (m.update(pl, null))
         return m;
     // something failed in creating the mesh, the error message will be
     // printed by the mesh itself - no need to repeat it here
     return null;
 }
Example #17
0
        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;
                    }
                case ParameterList.InterpolationType.FACEVARYING:
                    {
                        int idx = quad << 1;
                        float[] uvs1 = this.uvs.data;
                        uv00 = uvs1[idx + 0];
                        uv01 = uvs1[idx + 1];
                        uv10 = uvs1[idx + 2];
                        uv11 = uvs1[idx + 3];
                        uv20 = uvs1[idx + 4];
                        uv21 = uvs1[idx + 5];
                        uv30 = uvs1[idx + 6];
                        uv31 = uvs1[idx + 7];
                        break;
                    }
            }
            if (uvs.interp != ParameterList.InterpolationType.NONE)
            {
                // get exact uv coords and compute tangent vectors
                state.getUV().x = k00 * uv00 + k10 * uv10 + k11 * uv20 + k01 * uv30;
                state.getUV().y = k00 * uv01 + k10 * uv11 + k11 * uv21 + k01 * uv31;
                float du1 = uv00 - uv20;
                float du2 = uv10 - uv20;
                float dv1 = uv01 - uv21;
                float dv2 = uv11 - uv21;
                Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
                float determinant = du1 * dv2 - dv1 * du2;
                if (determinant == 0.0f)
                {
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
                }
                else
                {
                    float invdet = 1 / determinant;
                    // Vector3 dpdu = new Vector3();
                    // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
                    // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
                    // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
                    Vector3 dpdv = new Vector3();
                    dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
                    dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
                    dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
                    dpdv = state.transformVectorObjectToWorld(dpdv);
                    // create basis in world space
                    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
                }
            }
            else
                state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);
            state.setShader(parent.getShader(shaderIndex));
            state.setModifier(parent.getModifier(shaderIndex));
        }