Esempio n. 1
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        public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
        {
            float z   = (float)(1 - 2 * randX2);
            float r   = (float)Math.Sqrt(Math.Max(0, 1 - z * z));
            float phi = (float)(2 * Math.PI * randY2);
            float x   = r * (float)Math.Cos(phi);
            float y   = r * (float)Math.Sin(phi);

            p.x = center.x + x * radius;
            p.y = center.y + y * radius;
            p.z = center.z + z * radius;
            OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(new Vector3(x, y, z));

            phi = (float)(2 * Math.PI * randX1);
            float cosPhi   = (float)Math.Cos(phi);
            float sinPhi   = (float)Math.Sin(phi);
            float sinTheta = (float)Math.Sqrt(randY1);
            float cosTheta = (float)Math.Sqrt(1 - randY1);

            dir.x = cosPhi * sinTheta;
            dir.y = sinPhi * sinTheta;
            dir.z = cosTheta;
            basis.transform(dir);
            power.set(radiance);
            power.mul((float)(Math.PI * Math.PI * 4 * r2));
        }
Esempio n. 2
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            // get local point
            Point3 p = state.transformWorldToObject(state.getPoint());
            // compute local normal
            float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2;

            state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z);
            state.getNormal().normalize();

            double phi   = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1));
            double theta = Math.Atan2(p.y, p.x);

            if (theta < 0)
            {
                theta += 2 * Math.PI;
            }
            state.getUV().x = (float)(theta / (2 * Math.PI));
            state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // make basis in world space
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Esempio n. 3
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 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;
 }
Esempio n. 4
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 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);
 }
Esempio n. 5
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        /**
         * 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 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
            foreach (LightSample sample in 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);
        }
Esempio n. 6
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent      = state.getInstance();
            Vector3  worldNormal = state.transformNormalObjectToWorld(normal);

            state.getNormal().set(worldNormal);
            state.getGeoNormal().set(worldNormal);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            Point3 p = state.transformWorldToObject(state.getPoint());
            float  hu, hv;

            switch (k)
            {
            case 0:
            {
                hu = p.y;
                hv = p.z;
                break;
            }

            case 1:
            {
                hu = p.z;
                hv = p.x;
                break;
            }

            case 2:
            {
                hu = p.x;
                hv = p.y;
                break;
            }

            default:
                hu = hv = 0;
                break;
            }
            state.getUV().x = hu * bnu + hv * bnv + bnd;
            state.getUV().y = hu * cnu + hv * cnv + cnd;
            state.setBasis(OrthoNormalBasis.makeFromW(normal));
        }
Esempio n. 7
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            int n = state.getPrimitiveID();

            /*
             *
             *
             * switch (n)
             * {
             *  case 0:
             *      state.getNormal().set(new Vector3(1, 0, 0));
             *      break;
             *  case 1:
             *      state.getNormal().set(new Vector3(-1, 0, 0));
             *      break;
             *  case 2:
             *      state.getNormal().set(new Vector3(0, 1, 0));
             *      break;
             *  case 3:
             *      state.getNormal().set(new Vector3(0, -1, 0));
             *      break;
             *  case 4:
             *      state.getNormal().set(new Vector3(0, 0, 1));
             *      break;
             *  case 5:
             *      state.getNormal().set(new Vector3(0, 0, -1));
             *      break;
             *  default:
             *      state.getNormal().set(new Vector3(0, 0, 0));
             *      break;
             * }
             *
             */

            state.getNormal().set(normalVectors[n]);

            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
        }
Esempio n. 8
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Vector3  normal;

            switch (state.getPrimitiveID())
            {
            case 0:
                normal = new Vector3(-1, 0, 0);
                break;

            case 1:
                normal = new Vector3(1, 0, 0);
                break;

            case 2:
                normal = new Vector3(0, -1, 0);
                break;

            case 3:
                normal = new Vector3(0, 1, 0);
                break;

            case 4:
                normal = new Vector3(0, 0, -1);
                break;

            case 5:
                normal = new Vector3(0, 0, 1);
                break;

            default:
                normal = new Vector3(0, 0, 0);
                break;
            }
            state.getNormal().set(state.transformNormalObjectToWorld(normal));
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
        }
Esempio n. 9
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Point3   n      = state.transformWorldToObject(state.getPoint());

            state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1));
            state.getNormal().normalize();
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // create basis in world space
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Esempio n. 10
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        public bool update(ParameterList pl, SunflowAPI api)
        {
            Vector3 up   = pl.getVector("up", null);
            Vector3 east = pl.getVector("east", null);

            if (up != null && east != null)
            {
                basis = OrthoNormalBasis.makeFromWV(up, east);
            }
            else if (up != null)
            {
                basis = OrthoNormalBasis.makeFromW(up);
            }
            numSkySamples = pl.getInt("samples", numSkySamples);
            sunDirWorld   = pl.getVector("sundir", sunDirWorld);
            turbidity     = pl.getFloat("turbidity", turbidity);
            // recompute model
            initSunSky();
            return(true);
        }
Esempio n. 11
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            int n = state.getPrimitiveID();

            switch (n)
            {
            case 0:
                state.getNormal().set(new Vector3(1, 0, 0));
                break;

            case 1:
                state.getNormal().set(new Vector3(-1, 0, 0));
                break;

            case 2:
                state.getNormal().set(new Vector3(0, 1, 0));
                break;

            case 3:
                state.getNormal().set(new Vector3(0, -1, 0));
                break;

            case 4:
                state.getNormal().set(new Vector3(0, 0, 1));
                break;

            case 5:
                state.getNormal().set(new Vector3(0, 0, -1));
                break;

            default:
                state.getNormal().set(new Vector3(0, 0, 0));
                break;
            }
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
        }
Esempio n. 12
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            float    u      = state.getU();
            float    v      = state.getV();

            float[] bu  = bernstein(u);
            float[] bdu = bernsteinDeriv(u);
            float[] bv  = bernstein(v);
            float[] bdv = bernsteinDeriv(v);
            getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal());
            state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.getUV().set(u, v);
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // FIXME: use actual derivatives to create basis
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Esempio n. 13
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        public void modify(ShadingState state)
        {
            Point3 p = state.transformWorldToObject(state.getPoint());

            p.x *= size;
            p.y *= size;
            p.z *= size;
            Vector3 normal = state.transformNormalWorldToObject(state.getNormal());
            double  f0     = f(p.x, p.y, p.z);
            double  fx     = f(p.x + .0001, p.y, p.z);
            double  fy     = f(p.x, p.y + .0001, p.z);
            double  fz     = f(p.x, p.y, p.z + .0001);

            normal.x -= scale * (float)((fx - f0) / .0001);
            normal.y -= scale * (float)((fy - f0) / .0001);
            normal.z -= scale * (float)((fz - f0) / .0001);
            normal.normalize();

            state.getNormal().set(state.transformNormalObjectToWorld(normal));
            state.getNormal().normalize();
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Esempio n. 14
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        public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
        {
            double rnd = randX1 * totalArea;
            int    j   = areas.Length - 1;

            for (int i = 0; i < areas.Length; i++)
            {
                if (rnd < areas[i])
                {
                    j = i;
                    break;
                }
                rnd -= areas[i];                 // try next triangle
            }
            rnd   /= areas[j];
            randX1 = rnd;
            double s      = Math.Sqrt(1 - randX2);
            float  u      = (float)(randY2 * s);
            float  v      = (float)(1 - s);
            float  w      = 1 - u - v;
            int    tri3   = j * 3;
            int    index0 = 3 * triangles[tri3 + 0];
            int    index1 = 3 * triangles[tri3 + 1];
            int    index2 = 3 * triangles[tri3 + 2];

            p.x  = w * points[index0 + 0] + u * points[index1 + 0] + v * points[index2 + 0];
            p.y  = w * points[index0 + 1] + u * points[index1 + 1] + v * points[index2 + 1];
            p.z  = w * points[index0 + 2] + u * points[index1 + 2] + v * points[index2 + 2];
            p.x += 0.001f * ngs[j].x;
            p.y += 0.001f * ngs[j].y;
            p.z += 0.001f * ngs[j].z;
            OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(ngs[j]);

            u = (float)(2 * Math.PI * randX1);
            s = Math.Sqrt(randY1);
            onb.transform(new Vector3((float)(Math.Cos(u) * s), (float)(Math.Sin(u) * s), (float)(Math.Sqrt(1 - randY1))), dir);
            Color.mul((float)Math.PI * areas[j], radiance, power);
        }
Esempio n. 15
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Point3 localPoint = state.transformWorldToObject(state.getPoint());

            localPoint.x -= particles[3 * state.getPrimitiveID() + 0];
            localPoint.y -= particles[3 * state.getPrimitiveID() + 1];
            localPoint.z -= particles[3 * state.getPrimitiveID() + 2];

            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            state.setShader(state.getInstance().getShader(0));
            state.setModifier(state.getInstance().getModifier(0));
            // into object space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
        }
Esempio n. 16
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            public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
            {
                double s      = Math.Sqrt(1 - randX2);
                float  u      = (float)(randY2 * s);
                float  v      = (float)(1 - s);
                float  w      = 1 - u - v;
                int    index0 = 3 * meshlight.triangles[tri3 + 0];
                int    index1 = 3 * meshlight.triangles[tri3 + 1];
                int    index2 = 3 * meshlight.triangles[tri3 + 2];

                p.x  = w * meshlight.points[index0 + 0] + u * meshlight.points[index1 + 0] + v * meshlight.points[index2 + 0];
                p.y  = w * meshlight.points[index0 + 1] + u * meshlight.points[index1 + 1] + v * meshlight.points[index2 + 1];
                p.z  = w * meshlight.points[index0 + 2] + u * meshlight.points[index1 + 2] + v * meshlight.points[index2 + 2];
                p.x += 0.001f * ng.x;
                p.y += 0.001f * ng.y;
                p.z += 0.001f * ng.z;
                OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(ng);

                u = (float)(2 * Math.PI * randX1);
                s = Math.Sqrt(randY1);
                onb.transform(new Vector3((float)(Math.Cos(u) * s), (float)(Math.Sin(u) * s), (float)(Math.Sqrt(1 - randY1))), dir);
                Color.mul((float)Math.PI * area, meshlight.radiance, power);
            }
Esempio n. 17
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        public void ScatterPhoton(ShadingState state, Color power)
        {
            int   side = state.getPrimitiveID();
            Color kd   = null;

            switch (side)
            {
            case 0:
                kd = left;
                break;

            case 1:
                kd = right;
                break;

            case 3:
                kd = back;
                break;

            case 4:
                kd = bottom;
                break;

            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                {
                    return;
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
            {
                state.getNormal().negate();
                state.getGeoNormal().negate();
            }
            state.storePhoton(state.getRay().getDirection(), power, kd);
            double avg = kd.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < avg)
            {
                // photon is scattered
                power.mul(kd).mul(1 / (float)avg);
                OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
                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);
            }
        }
Esempio n. 18
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            // compute local normal
            Point3 p    = state.transformWorldToObject(state.getPoint());
            float  gx1w = p.x - DELTA;
            float  gx1x = p.y;
            float  gx1y = p.z;
            float  gx1z = 0;
            float  gx2w = p.x + DELTA;
            float  gx2x = p.y;
            float  gx2y = p.z;
            float  gx2z = 0;

            float gy1w = p.x;
            float gy1x = p.y - DELTA;
            float gy1y = p.z;
            float gy1z = 0;
            float gy2w = p.x;
            float gy2x = p.y + DELTA;
            float gy2y = p.z;
            float gy2z = 0;

            float gz1w = p.x;
            float gz1x = p.y;
            float gz1y = p.z - DELTA;
            float gz1z = 0;
            float gz2w = p.x;
            float gz2x = p.y;
            float gz2y = p.z + DELTA;
            float gz2z = 0;

            for (int i = 0; i < maxIterations; i++)
            {
                {
                    // z = z*z + c
                    float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw;
                    gx1x = 2 * gx1w * gx1x + cx;
                    gx1y = 2 * gx1w * gx1y + cy;
                    gx1z = 2 * gx1w * gx1z + cz;
                    gx1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw;
                    gx2x = 2 * gx2w * gx2x + cx;
                    gx2y = 2 * gx2w * gx2y + cy;
                    gx2z = 2 * gx2w * gx2z + cz;
                    gx2w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw;
                    gy1x = 2 * gy1w * gy1x + cx;
                    gy1y = 2 * gy1w * gy1y + cy;
                    gy1z = 2 * gy1w * gy1z + cz;
                    gy1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw;
                    gy2x = 2 * gy2w * gy2x + cx;
                    gy2y = 2 * gy2w * gy2y + cy;
                    gy2z = 2 * gy2w * gy2z + cz;
                    gy2w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw;
                    gz1x = 2 * gz1w * gz1x + cx;
                    gz1y = 2 * gz1w * gz1y + cy;
                    gz1z = 2 * gz1w * gz1z + cz;
                    gz1w = nw;
                }
                {
                    // z = z*z + c
                    float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw;
                    gz2x = 2 * gz2w * gz2x + cx;
                    gz2y = 2 * gz2w * gz2y + cy;
                    gz2z = 2 * gz2w * gz2z + cz;
                    gz2w = nw;
                }
            }
            float   gradX = Length(gx2w, gx2x, gx2y, gx2z) - Length(gx1w, gx1x, gx1y, gx1z);
            float   gradY = Length(gy2w, gy2x, gy2y, gy2z) - Length(gy1w, gy1x, gy1y, gy1z);
            float   gradZ = Length(gz2w, gz2x, gz2y, gz2z) - Length(gz1w, gz1x, gz1y, gz1z);
            Vector3 n     = new Vector3(gradX, gradY, gradZ);

            state.getNormal().set(state.transformNormalObjectToWorld(n));
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));

            state.getPoint().x += state.getNormal().x *epsilon * 20;
            state.getPoint().y += state.getNormal().y *epsilon * 20;
            state.getPoint().z += state.getNormal().z *epsilon * 20;

            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
        }
Esempio n. 19
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 public void modify(ShadingState state)
 {
     // apply bump
     state.getNormal().set(bumpTexture.getBump(state.getUV().x, state.getUV().y, state.getBasis(), scale));
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
 }
Esempio n. 20
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            public void prepareShadingState(ShadingState state)
            {
                state.init();
                Instance parent = state.getInstance();
                int      primID = state.getPrimitiveID();
                float    u      = state.getU();
                float    v      = state.getV();
                float    w      = 1 - u - v;
                // state.getRay().getPoint(state.getPoint());
                int    tri    = 3 * primID;
                int    index0 = triangleMesh.triangles[tri + 0];
                int    index1 = triangleMesh.triangles[tri + 1];
                int    index2 = triangleMesh.triangles[tri + 2];
                Point3 v0p    = triangleMesh.getPoint(index0);
                Point3 v1p    = triangleMesh.getPoint(index1);
                Point3 v2p    = triangleMesh.getPoint(index2);

                // get object space point from barycentric coordinates
                state.getPoint().x = w * v0p.x + u * v1p.x + v * v2p.x;
                state.getPoint().y = w * v0p.y + u * v1p.y + v * v2p.y;
                state.getPoint().z = w * v0p.z + u * v1p.z + v * v2p.z;
                // move into world space
                state.getPoint().set(state.transformObjectToWorld(state.getPoint()));

                Vector3 ng = Point3.normal(v0p, v1p, v2p);

                if (parent != null)
                {
                    ng = state.transformNormalObjectToWorld(ng);
                }
                ng.normalize();
                state.getGeoNormal().set(ng);
                switch (triangleMesh.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;
                    float[] normals     = triangleMesh.normals.data;
                    state.getNormal().x = w * normals[i30 + 0] + u * normals[i31 + 0] + v * normals[i32 + 0];
                    state.getNormal().y = w * normals[i30 + 1] + u * normals[i31 + 1] + v * normals[i32 + 1];
                    state.getNormal().z = w * normals[i30 + 2] + u * normals[i31 + 2] + v * normals[i32 + 2];
                    if (parent != null)
                    {
                        state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                    }
                    state.getNormal().normalize();
                    break;
                }

                case ParameterList.InterpolationType.FACEVARYING:
                {
                    int     idx         = 3 * tri;
                    float[] normals     = triangleMesh.normals.data;
                    state.getNormal().x = w * normals[idx + 0] + u * normals[idx + 3] + v * normals[idx + 6];
                    state.getNormal().y = w * normals[idx + 1] + u * normals[idx + 4] + v * normals[idx + 7];
                    state.getNormal().z = w * normals[idx + 2] + u * normals[idx + 5] + v * normals[idx + 8];
                    if (parent != null)
                    {
                        state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                    }
                    state.getNormal().normalize();
                    break;
                }
                }
                float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;

                switch (triangleMesh.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;
                    float[] uvs = triangleMesh.uvs.data;
                    uv00 = uvs[i20 + 0];
                    uv01 = uvs[i20 + 1];
                    uv10 = uvs[i21 + 0];
                    uv11 = uvs[i21 + 1];
                    uv20 = uvs[i22 + 0];
                    uv21 = uvs[i22 + 1];
                    break;
                }

                case ParameterList.InterpolationType.FACEVARYING:
                {
                    int     idx = tri << 1;
                    float[] uvs = triangleMesh.uvs.data;
                    uv00 = uvs[idx + 0];
                    uv01 = uvs[idx + 1];
                    uv10 = uvs[idx + 2];
                    uv11 = uvs[idx + 3];
                    uv20 = uvs[idx + 4];
                    uv21 = uvs[idx + 5];
                    break;
                }
                }
                if (triangleMesh.uvs.interp != ParameterList.InterpolationType.NONE)
                {
                    // get exact uv coords and compute tangent vectors
                    state.getUV().x = w * uv00 + u * uv10 + v * uv20;
                    state.getUV().y = w * uv01 + u * uv11 + v * uv21;
                    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;
                        if (parent != null)
                        {
                            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 = triangleMesh.faceShaders == null ? 0 : (triangleMesh.faceShaders[primID] & 0xFF);

                state.setShader(parent.getShader(shaderIndex));
            }
Esempio n. 21
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        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));
        }
Esempio n. 22
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        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);
            }
        }
Esempio n. 23
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 public void modify(ShadingState state)
 {
     // apply normal map
     state.getNormal().set(normalMap.getNormal(state.getUV().x, state.getUV().y, state.getBasis()));
     state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
 }