Example #1
0
 private TreeNode BuildTree(GatherInfo gathered, string name)
 {
     TreeNode node = new TreeNode();
     node.Tag = gathered;
     node.Checked = false;
     node.Text = name + " " + gathered.Weight.ToString();
     foreach (GatherInfo child in gathered.LightChildren)
     {
         node.Nodes.Add(BuildTree(child, "shadow"));
     }
     foreach (Photon ph in gathered.GatheredPhotons)
     {
         node.Nodes.Add(BuildTree(ph));
     }
     foreach (GatherInfo child in gathered.Children)
     {
         node.Nodes.Add(BuildTree(child, "reflect/refract"));
     }
     return node;
 }
Example #2
0
 public void SetGather(GatherInfo info)
 {
     this.info = info;
     this.treeView1.Nodes.Add(BuildTree(info, "eye"));
 }
Example #3
0
        private ColorIntensity Shade(RealHitInfo hit, Line by, int recurse, double ratio, bool inside, int threadId)
        {
            #if DEBUG
            if (Gathering)
            {
                CurrentGather.Weight = ratio;
                CurrentGather.RealInfo = hit;
            }
            #endif
            ColorIntensity colors, shadowcolors;
            Material surf = hit.HitStuff;
            ColorIntensity pigment = hit.Pigment.GetTexture(hit.Normal, 0);
            ColorIntensity atten = new ColorIntensity();
            if (surf.Attenutive && inside)
            {
                double dist = hit.Normal.Start.LineTo(by.Start).Length;
                atten.R = Math.Exp(-(1.0 - surf.Attenuation[0]) * dist / surf.AttenuationDistance);
                atten.G = Math.Exp(-(1.0 - surf.Attenuation[1]) * dist / surf.AttenuationDistance);
                atten.B = Math.Exp(-(1.0 - surf.Attenuation[2]) * dist / surf.AttenuationDistance);
                ratio = ratio * (atten.R + atten.G + atten.B) / 3;
            }
            double rI = 0;
            double gI = 0;
            double bI = 0;
            Vector lightdir;
            Line newray = new Line();
            HitInfo hitnewray = new HitInfo();
            hit.Normal.Direct = hit.Normal.Direct.Scale(1 / hit.Normal.Direct.Length);
            Vector eye = by.Direct.Scale(-1 / by.Direct.Length);

            int lightCount = (allLightsArePhotons && photons) ? 0 : lights.Count;
            //lightCount = 0;
            for (int i = 0; i < lightCount; i++)
            {
                double lightdist = double.PositiveInfinity;
                switch (lights[i].LightType)
                {
                    case LightType.Ambient:
                        rI += lights[i].Color.R * surf.Ambient[0];
                        gI += lights[i].Color.G * surf.Ambient[1];
                        bI += lights[i].Color.B * surf.Ambient[2];
                        continue;
                    case LightType.Directional:
                        lightdir = lights[i].Direction.Direct.Scale(-1);
                        break;
                    case LightType.Point:
                        lightdir = hit.Normal.Start.LineTo(lights[i].Direction.Start);
                        lightdist = lightdir.Length;
                        break;
                    default:
                        continue;
                }
                // Add double illuminate flag or something to turn this off.
                if (true)
                {
                    if (lightdir.Dot(hit.Normal.Direct) <= 0.0)
                        continue;
                }
                newray.Direct = lightdir.Scale(1.0/lightdir.Length);
                if (newray.Direct.Dot(hit.Normal.Direct) >= 0)
                    newray.Start = hit.Normal.Start.MoveBy(newray.Direct.Scale(EPSILON * 10));
                else
                    newray.Start = hit.Normal.Start.MoveBy(newray.Direct.Scale(-EPSILON * 10));
                SetIn(ref newray.Start, threadId);
                HitInfo info = scene.Intersect(newray, false, threadId);
                if (!(info.HitDist == -1 || info.HitDist > lightdist))
                    continue;
                shadowcolors.R = 1.0;
                shadowcolors.G = 1.0;
                shadowcolors.B = 1.0;
                // Don't need to setIn again, seperate intersect cache for shadow vs non-shadow rays.
                hitnewray = scene.Intersect(newray, threadId);
                if (!photons)
                {
                    if (!(hitnewray.HitDist == -1 || hitnewray.HitDist > lightdist))
                    {
            #if DEBUG
                        GatherInfo last = null;
                        if (Gathering)
                        {
                            last = CurrentGather;
                            CurrentGather = new GatherInfo();
                        }
            #endif
                        shadowcolors = ShadowShade(hitnewray.GetReal(newray), newray, recurse + 1, ratio, inside, threadId, lightdist);
            #if DEBUG
                        if (Gathering)
                        {
                            last.LightChildren.Add(CurrentGather);
                            CurrentGather = last;
                        }
            #endif
                    }
                }
                else
                {
                    if (!(hitnewray.HitDist == -1 || hitnewray.HitDist > lightdist))
                        continue;
                }
                shadowcolors.R *= lights[i].Color.R;
                shadowcolors.G *= lights[i].Color.G;
                shadowcolors.B *= lights[i].Color.B;
                if (realLighting && lightdist < double.PositiveInfinity)
                {
                    double lightdistSq = lightdist * lightdist;
                    shadowcolors.R /= lightdistSq;
                    shadowcolors.G /= lightdistSq;
                    shadowcolors.B /= lightdistSq;
                }
                CalculateLightContrib(hit.Normal.Direct, shadowcolors, surf, pigment, ref rI, ref gI, ref bI, lightdir, eye);
            }
            if (photons)
            {
                double scaleRadSq;
                List<Photon> closePhotons = Map.GetClosest(hit.Normal.Start, hit.Normal.Direct, out scaleRadSq, threadId);
                double photoR = 0.0;
                double photoG = 0.0;
                double photoB = 0.0;
                foreach (Photon photon in closePhotons)
                {
                    lightdir.Dx = -photon.TravelDir.Dx;
                    lightdir.Dy = -photon.TravelDir.Dy;
                    lightdir.Dz = -photon.TravelDir.Dz;
                    if (true)
                    {
                        if (lightdir.Dot(hit.Normal.Direct) <= 0.0)
                            continue;
                    }
                    ColorIntensity photonColor;
                    photonColor.R = photon.PhotonColorPower.R;
                    photonColor.G = photon.PhotonColorPower.G;
                    photonColor.B = photon.PhotonColorPower.B;
                    CalculateLightContrib(hit.Normal.Direct, photonColor, surf, pigment, ref photoR, ref photoG, ref photoB, lightdir, eye);
            #if DEBUG
                    if (Gathering)
                    {
                        CurrentGather.GatheredPhotons.Add(photon);
                    }
            #endif
                }
                if (closePhotons.Count > 0)
                {
                    rI += photoR / Math.PI / scaleRadSq;
                    if (rI > 3)
                    {
                        int breakpoint = 3;
                        breakpoint *= 34;
                    }
                    gI += photoG / Math.PI / scaleRadSq;
                    if (gI > 3)
                    {
                        int breakpoint = 3;
                        breakpoint *= 34;
                    }
                    bI += photoB / Math.PI / scaleRadSq;
                    if (bI > 3)
                    {
                        int breakpoint = 3;
                        breakpoint *= 34;
                    }
                }
            }
            if ((surf.Refractive || surf.Reflective) && recurse < maxrecurse)
            {
                by.Direct = by.Direct.Scale(1 / by.Direct.Length);
                ColorIntensity reflectance = new ColorIntensity();
                reflectance.R = surf.Reflective ? surf.Reflectance[0] : 0.0;
                reflectance.G = surf.Reflective ? surf.Reflectance[1] : 0.0;
                reflectance.B = surf.Reflective ? surf.Reflectance[2] : 0.0;
                if (surf.Refractive)
                {
                    double ni = inside ? surf.RefractIndex : 1.0;
                    double nt = (!inside) ? surf.RefractIndex : 1.0;
                    double cratio = ni / nt;
                    double ct1 = -by.Direct.Dot(hit.Normal.Direct);
                    double ct2sqrd = 1 - cratio * cratio * (1 - ct1 * ct1);
                    if (ct2sqrd <= 0)
                    {
                        reflectance.R = 1;
                        reflectance.G = 1;
                        reflectance.B = 1;
                    }
                    else
                    {
                        double ct2 = Math.Sqrt(ct2sqrd);
                        // fresnel equations for reflectance perp and parallel.
                        double rperp = (ni * ct1 - nt * ct2) / (ni * ct1 + nt * ct2);
                        double rpll = (nt * ct1 - ni * ct2) / (ni * ct2 + nt + ct1);
                        // assume unpolarised light always - better then tracing 2
                        // rays for both sides of every interface.
                        double reflectanceval = (rperp * rperp + rpll * rpll) / 2;
                        reflectance.R = Math.Min(1.0, reflectance.R + reflectanceval);
                        reflectance.G = Math.Min(1.0, reflectance.G + reflectanceval);
                        reflectance.B = Math.Min(1.0, reflectance.B + reflectanceval);
                        ColorIntensity transmitance = new ColorIntensity();
                        transmitance.R = 1 - reflectance.R;
                        transmitance.G = 1 - reflectance.G;
                        transmitance.B = 1 - reflectance.B;
                        double avt = transmitance.R + transmitance.G + transmitance.B;
                        avt /= 3;
                        if (avt * ratio*surf.Specularity > minratio)
                        {
                            Line newray2 = new Line();
                            newray2.Direct = by.Direct.Scale(cratio);
                            newray2.Direct.Add(hit.Normal.Direct.Scale(cratio * (ct1) - ct2));
                            newray2.Start = hit.Normal.Start.MoveBy(newray2.Direct.Scale(EPSILON * 10));
                            SetIn(ref newray2.Start, threadId);
                            HitInfo hitnew = scene.Intersect(newray2, threadId);
                            if (!(hitnew.HitDist == -1))
                            {
            #if DEBUG
                                GatherInfo last2 = null;
                                if (Gathering)
                                {
                                    last2 = CurrentGather;
                                    CurrentGather = new GatherInfo();
                                }
            #endif
                                ColorIntensity cl = Shade(hitnew.GetReal(newray2), newray2, recurse + 1, avt * ratio * surf.Specularity, !inside, threadId);
            #if DEBUG
                                if (Gathering)
                                {
                                    last2.Children.Add(CurrentGather);
                                    CurrentGather = last2;
                                }
            #endif
                                rI = rI + ((double)transmitance.R * cl.R) * surf.Specularity;
                                gI = gI + ((double)transmitance.G * cl.G) * surf.Specularity;
                                bI = bI + ((double)transmitance.B * cl.B) * surf.Specularity;
                            }
                        }
                    }
                }
                double avr = reflectance.R + reflectance.G + reflectance.B;
                avr /= 3;
                double specularity = surf.Refractive ? surf.Specularity : 1.0;
                if (avr * ratio*specularity > minratio)
                {
                    Line newray2 = new Line();
                    newray2.Direct = new Vector(by.Direct.Dx, by.Direct.Dy, by.Direct.Dz);
                    newray2.Direct.Add(hit.Normal.Direct.Scale(-2 * by.Direct.Dot(hit.Normal.Direct)));
                    newray2.Start = hit.Normal.Start.MoveBy(newray2.Direct.Scale(EPSILON * 10));
                    SetIn(ref newray2.Start, threadId);
                    HitInfo hitnew2 = scene.Intersect(newray2, threadId);
                    if (!(hitnew2.HitDist == -1))
                    {
            #if DEBUG
                        GatherInfo last3 = null;
                        if (Gathering)
                        {
                            last3 = CurrentGather;
                            CurrentGather = new GatherInfo();
                        }
            #endif
                        ColorIntensity cl2 = Shade(hitnew2.GetReal(newray2), newray2, recurse + 1, avr * ratio * specularity, inside, threadId);
            #if DEBUG
                        if (Gathering)
                        {
                            last3.Children.Add(CurrentGather);
                            CurrentGather = last3;
                        }
            #endif
                        rI = rI + ((double)reflectance.R * cl2.R) * specularity;
                        gI = gI + ((double)reflectance.G * cl2.G) * specularity;
                        bI = bI + ((double)reflectance.B * cl2.B) * specularity;
                    }
                }
            }
            else
            {
                if (recurse >= maxrecurse)
                {
                    // Recurse limit reached.
                    int i = 0;
                    i = i * 3;
                }
            }
            if (surf.Attenutive && inside)
            {
                rI *= atten.R;
                gI *= atten.G;
                bI *= atten.B;
            }
            colors.R = rI;
            colors.G = gI;
            colors.B = bI;
            return colors;
        }
Example #4
0
        private ColorIntensity ShadowShade(RealHitInfo hit, Line by, int recurse, double ratio, bool inside, int threadId, double lightdist)
        {
            #if DEBUG
            if (Gathering)
            {
                CurrentGather.Weight = ratio;
                CurrentGather.RealInfo = hit;
            }
            #endif
            ColorIntensity colors;
            Material surf = hit.HitStuff;
            double[] atten = new double[3];
            double rI, gI, bI;
            double dist = hit.Normal.Start.LineTo(by.Start).Length;
            lightdist -= dist;
            bool stop = lightdist < 0;
            if (lightdist < 0)
                dist += lightdist;
            if (surf.Attenutive && inside)
            {
                atten[0] = Math.Exp(-(1.0 - surf.Attenuation[0]) * dist / surf.AttenuationDistance);
                atten[1] = Math.Exp(-(1.0 - surf.Attenuation[1]) * dist / surf.AttenuationDistance);
                atten[2] = Math.Exp(-(1.0 - surf.Attenuation[2]) * dist / surf.AttenuationDistance);
                ratio = ratio * (atten[0] + atten[1] + atten[2]) / 3;
            }

            if (recurse < maxrecurse && ratio > minratio)
            {
                if (!stop)
                {
                    Line newray = new Line();
                    newray.Direct = new Vector(by.Direct.Dx, by.Direct.Dy, by.Direct.Dz);
                    newray.Start = hit.Normal.Start.MoveBy(newray.Direct.Scale(EPSILON * 10));
                    SetIn(ref newray.Start, threadId);
                    HitInfo hitnew = scene.Intersect(newray, threadId);
                    if (!(hitnew.HitDist == -1))
                    {
            #if DEBUG
                        GatherInfo last = null;
                        if (Gathering)
                        {
                            last = CurrentGather;
                            CurrentGather = new GatherInfo();
                        }
            #endif
                        ColorIntensity cl = ShadowShade(hitnew.GetReal(newray), newray, recurse + 1, ratio, !inside, threadId, lightdist);
            #if DEBUG
                        if (Gathering)
                        {
                            last.LightChildren.Add(CurrentGather);
                            CurrentGather = last;
                        }
            #endif
                        rI = cl.R;
                        gI = cl.G;
                        bI = cl.B;
                    }
                    else
                    {
                        rI = 1.0;
                        gI = 1.0;
                        bI = 1.0;
                    }
                }
                else
                {
                    rI = 1.0;
                    gI = 1.0;
                    bI = 1.0;
                }
            }
            else
            {
                if (recurse >= maxrecurse)
                {
                    // Recurse limit reached.
                    int i = 0;
                    i = i * 3;
                }
                rI = 0;
                bI = 0;
                gI = 0;
            }
            if (surf.Attenutive && inside)
            {
                rI *= atten[0];
                gI *= atten[1];
                bI *= atten[2];
            }
            if (!stop)
            {
                // Correct for how much light would be diffused at each interface.
                rI *= surf.Specularity;
                gI *= surf.Specularity;
                bI *= surf.Specularity;
                // Correct for reflection.
                double minFresnelReflectence = (surf.RefractIndex - 1) / (surf.RefractIndex + 1);
                minFresnelReflectence *= minFresnelReflectence;
                rI *= 1.0 - surf.Reflectance[0] - minFresnelReflectence;
                gI *= 1.0 - surf.Reflectance[1] - minFresnelReflectence;
                bI *= 1.0 - surf.Reflectance[2] - minFresnelReflectence;
            }
            colors.R = rI;
            colors.G = gI;
            colors.B = bI;
            return colors;
        }
Example #5
0
 public GatherInfo Gather(int x, int y)
 {
     Gathering = true;
     CurrentGather = new GatherInfo();
     Line ray = viewport.RayThrough(x , y);
     SetIn(ref ray.Start, 0);
     HitInfo found = scene.Intersect(ray, 0);
     if (!(found.HitDist == -1))
     {
         Shade(found.GetReal(ray), ray, 0);
     }
     Gathering = false;
     return CurrentGather;
 }