Esempio n. 1
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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 = parent.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 = parent.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. 2
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 public Color getIrradiance(ShadingState state, Color diffuseReflectance)
 {
     if (samples <= 0)
         return Color.BLACK;
     // compute new sample
     Color irr = Color.black();
     OrthoNormalBasis onb = state.getBasis();
     Vector3 w = new Vector3();
     int n = state.getDiffuseDepth() == 0 ? samples : 1;
     for (int i = 0; i < n; i++)
     {
         float xi = (float)state.getRandom(i, 0, n);
         float xj = (float)state.getRandom(i, 1, n);
         float phi = (float)(xi * 2 * Math.PI);
         float cosPhi = (float)Math.Cos(phi);
         float sinPhi = (float)Math.Sin(phi);
         float sinTheta = (float)Math.Sqrt(xj);
         float cosTheta = (float)Math.Sqrt(1.0f - xj);
         w.x = cosPhi * sinTheta;
         w.y = sinPhi * sinTheta;
         w.z = cosTheta;
         onb.transform(w);
         ShadingState temp = state.traceFinalGather(new Ray(state.getPoint(), w), i);
         if (temp != null)
         {
             temp.getInstance().prepareShadingState(temp);
             if (temp.getShader() != null)
                 irr.add(temp.getShader().getRadiance(temp));
         }
     }
     irr.mul((float)Math.PI / n);
     return irr;
 }
Esempio n. 3
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent     = state.getInstance();
            Point3   localPoint = state.transformWorldToObject(state.getPoint());

            state.getNormal().set(localPoint.x, localPoint.y, 0);
            state.getNormal().normalize();

            float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);

            if (phi < 0)
            {
                phi += (float)(2.0 * Math.PI);
            }
            state.getUV().x = phi / (float)(2 * Math.PI);
            state.getUV().y = (localPoint.z + 1) * 0.5f;
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
            Vector3 v           = state.transformVectorObjectToWorld(new Vector3(0, 0, 1));

            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // compute basis in world space
            state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
        }
Esempio n. 4
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            state.getRay().getPoint(state.getPoint());
            Instance parent = state.getInstance();
            Point3 localPoint = parent.transformWorldToObject(state.getPoint());
            state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
            state.getNormal().normalize();

            float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x);
            if (phi < 0)
                phi += (float)(2 * Math.PI);
            float theta = (float)Math.Acos(state.getNormal().z);
            state.getUV().y = theta / (float)Math.PI;
            state.getUV().x = phi / (float)(2 * Math.PI);
            Vector3 v = new Vector3();
            v.x = -2 * (float)Math.PI * state.getNormal().y;
            v.y = 2 * (float)Math.PI * state.getNormal().x;
            v.z = 0;
            state.setShader(parent.getShader(0));
            state.setModifier(parent.getModifier(0));
            // into world space
            Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal());
            v = parent.transformVectorObjectToWorld(v);
            state.getNormal().set(worldNormal);
            state.getNormal().normalize();
            state.getGeoNormal().set(state.getNormal());
            // compute basis in world space
            state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
        }
Esempio n. 5
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 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());
 }
Esempio n. 6
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 public void prepareShadingState(ShadingState state)
 {
     if (state.includeLights)
     {
         state.setShader(this);
     }
 }
Esempio n. 7
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        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
            {
                return(Color.BLACK);
            }
            state.faceforward();
            float   cos    = state.getCosND();
            float   dn     = 2 * cos;
            Vector3 refDir = new Vector3();

            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret  = Color.white();

            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return(ret.mul(state.traceReflection(refRay, 0)));
        }
Esempio n. 8
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 public void scatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float avg = diffuse.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / avg);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }
Esempio n. 9
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 public void getSamples(ShadingState state)
 {
     if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0)
     {
         // project point onto source plane
         float x = state.getPoint().x - src.x;
         float y = state.getPoint().y - src.y;
         float z = state.getPoint().z - src.z;
         float t = ((x * dir.x) + (y * dir.y) + (z * dir.z));
         if (t >= 0.0)
         {
             x -= (t * dir.x);
             y -= (t * dir.y);
             z -= (t * dir.z);
             if (((x * x) + (y * y) + (z * z)) <= r2)
             {
                 Point3 p = new Point3();
                 p.x = src.x + x;
                 p.y = src.y + y;
                 p.z = src.z + z;
                 LightSample dest = new LightSample();
                 dest.setShadowRay(new Ray(state.getPoint(), p));
                 dest.setRadiance(radiance, radiance);
                 dest.traceShadow(state);
                 state.addSample(dest);
             }
         }
     }
 }
Esempio n. 10
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        public void ScatterPhoton(ShadingState state, Color power)
        {
            Color diffuse;

            // make sure we are on the right side of the material
            if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0)
            {
                state.getNormal().negate();
                state.getGeoNormal().negate();
            }
            diffuse = getDiffuse(state);
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  avg = diffuse.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < avg)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / avg);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / avg;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
        }
Esempio n. 11
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        public void getSamples(ShadingState state)
        {
            if (samples == null)
            {
                int n = state.getDiffuseDepth() > 0 ? 1 : numSamples;
                for (int i = 0; i < n; i++)
                {
                    // random offset on unit square, we use the infinite version of
                    // getRandom because the light sampling is adaptive
                    double randX = state.getRandom(i, 0, n);
                    double randY = state.getRandom(i, 1, n);
                    int x = 0;
                    while (randX >= colHistogram[x] && x < colHistogram.Length - 1)
                        x++;
                    float[] rowHistogram = imageHistogram[x];
                    int y = 0;
                    while (randY >= rowHistogram[y] && y < rowHistogram.Length - 1)
                        y++;
                    // sample from (x, y)
                    float u = (float)((x == 0) ? (randX / colHistogram[0]) : ((randX - colHistogram[x - 1]) / (colHistogram[x] - colHistogram[x - 1])));
                    float v = (float)((y == 0) ? (randY / rowHistogram[0]) : ((randY - rowHistogram[y - 1]) / (rowHistogram[y] - rowHistogram[y - 1])));

                    float px = ((x == 0) ? colHistogram[0] : (colHistogram[x] - colHistogram[x - 1]));
                    float py = ((y == 0) ? rowHistogram[0] : (rowHistogram[y] - rowHistogram[y - 1]));

                    float su = (x + u) / colHistogram.Length;
                    float sv = (y + v) / rowHistogram.Length;
                    float invP = (float)Math.Sin(sv * Math.PI) * jacobian / (n * px * py);
                    Vector3 dir = getDirection(su, sv);
                    basis.transform(dir);
                    if (Vector3.dot(dir, state.getGeoNormal()) > 0)
                    {
                        LightSample dest = new LightSample();
                        dest.setShadowRay(new Ray(state.getPoint(), dir));
                        dest.getShadowRay().setMax(float.MaxValue);
                        Color radiance = texture.getPixel(su, sv);
                        dest.setRadiance(radiance, radiance);
                        dest.getDiffuseRadiance().mul(invP);
                        dest.getSpecularRadiance().mul(invP);
                        dest.traceShadow(state);
                        state.addSample(dest);
                    }
                }
            }
            else
            {
                for (int i = 0; i < numSamples; i++)
                {
                    if (Vector3.dot(samples[i], state.getGeoNormal()) > 0 && Vector3.dot(samples[i], state.getNormal()) > 0)
                    {
                        LightSample dest = new LightSample();
                        dest.setShadowRay(new Ray(state.getPoint(), samples[i]));
                        dest.getShadowRay().setMax(float.MaxValue);
                        dest.setRadiance(colors[i], colors[i]);
                        dest.traceShadow(state);
                        state.addSample(dest);
                    }
                }
            }
        }
Esempio n. 12
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        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d = getDiffuse(state);
            Color lr = state.diffuse(d);
            if (!state.includeSpecular)
                return lr;
            if (glossyness == 0)
            {
                float cos = state.getCosND();
                float dn = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return lr.add(ret.mul(state.traceReflection(refRay, 0)));
            }
            else
                return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples));
        }
Esempio n. 13
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 public Color getRadiance(ShadingState state)
 {
     Point3[] p = new Point3[3];
     if (!state.getTrianglePoints(p))
         return getFillColor(state);
     // transform points into camera space
     Point3 center = state.getPoint();
     Matrix4 w2c = state.getWorldToCamera();
     center = w2c.transformP(center);
     for (int i = 0; i < 3; i++)
         p[i] = w2c.transformP(state.getInstance().transformObjectToWorld(p[i]));
     float cn = 1.0f / (float)Math.Sqrt(center.x * center.x + center.y * center.y + center.z * center.z);
     for (int i = 0, i2 = 2; i < 3; i2 = i, i++)
     {
         // compute orthogonal projection of the shading point onto each
         // triangle edge as in:
         // http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
         float t = (center.x - p[i].x) * (p[i2].x - p[i].x);
         t += (center.y - p[i].y) * (p[i2].y - p[i].y);
         t += (center.z - p[i].z) * (p[i2].z - p[i].z);
         t /= p[i].distanceToSquared(p[i2]);
         float projx = (1 - t) * p[i].x + t * p[i2].x;
         float projy = (1 - t) * p[i].y + t * p[i2].y;
         float projz = (1 - t) * p[i].z + t * p[i2].z;
         float n = 1.0f / (float)Math.Sqrt(projx * projx + projy * projy + projz * projz);
         // check angular width
         float dot = projx * center.x + projy * center.y + projz * center.z;
         if (dot * n * cn >= cosWidth)
             return getLineColor(state);
     }
     return getFillColor(state);
 }
Esempio n. 14
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        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()));
        }
Esempio n. 15
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        private int progressiveRenderNext(IntersectionState istate)
        {
            int         TASK_SIZE = 16;
            SmallBucket first     = smallBucketQueue.Count > 0 ? smallBucketQueue.Dequeue() : null;

            if (first == null)
            {
                return(0);
            }
            int  ds      = first.size / TASK_SIZE;
            bool useMask = smallBucketQueue.Count != 0;
            int  mask    = 2 * first.size / TASK_SIZE - 1;
            int  pixels  = 0;

            for (int i = 0, y = first.y; i < TASK_SIZE && y < imageHeight; i++, y += ds)
            {
                for (int j = 0, x = first.x; j < TASK_SIZE && x < imageWidth; j++, x += ds)
                {
                    // check to see if this is a pixel from a higher level tile
                    if (useMask && (x & mask) == 0 && (y & mask) == 0)
                    {
                        continue;
                    }
                    int          instance = (x & (sigma.Length - 1)) * sigma.Length + sigma[y & (sigma.Length - 1)];
                    double       time     = QMC.halton(1, instance);
                    double       lensU    = QMC.halton(2, instance);
                    double       lensV    = QMC.halton(3, instance);
                    ShadingState state    = scene.getRadiance(istate, x, imageHeight - 1 - y, lensU, lensV, time, instance);
                    Color        c        = state != null?state.getResult() : Color.BLACK;

                    pixels++;
                    // fill region
                    display.imageFill(x, y, Math.Min(ds, imageWidth - x), Math.Min(ds, imageHeight - y), c);
                }
            }
            if (first.size >= 2 * TASK_SIZE)
            {
                // generate child buckets
                int size = (int)((uint)first.size >> 1);//>>>
                for (int i = 0; i < 2; i++)
                {
                    if (first.y + i * size < imageHeight)
                    {
                        for (int j = 0; j < 2; j++)
                        {
                            if (first.x + j * size < imageWidth)
                            {
                                SmallBucket b = new SmallBucket();
                                b.x         = first.x + j * size;
                                b.y         = first.y + i * size;
                                b.size      = size;
                                b.constrast = 1.0f / size;
                                smallBucketQueue.Enqueue(b);
                            }
                        }
                    }
                }
            }
            return(pixels);
        }
Esempio n. 16
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        public Color GetRadiance(ShadingState state)
        {
            Vector3 n = state.getNormal();
            float   f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));

            return(new Color(state.getInstance().GetHashCode()).mul(f));
        }
Esempio n. 17
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        public void scatterPhoton(ShadingState state, Color power)
        {
            Color diffuse, specular;

            // make sure we are on the right side of the material
            state.faceforward();
            diffuse  = getDiffuse(state);
            specular = getSpecular(state);
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  d   = diffuse.getAverage();
            float  r   = specular.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < d)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / d);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / d;
                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);
            }
            else if (rnd < d + r)
            {
                if (glossyness == 0)
                {
                    float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
                    power.mul(diffuse).mul(1.0f / d);
                    // photon is reflected
                    float   dn  = 2 * cos;
                    Vector3 dir = new Vector3();
                    dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                    dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                    dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                    state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
                }
                else
                {
                    float dn = 2.0f * state.getCosND();
                    // reflected direction
                    Vector3 refDir = new Vector3();
                    refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
                    refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
                    refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
                    power.mul(spec).mul(1.0f / r);
                    OrthoNormalBasis onb = state.getBasis();
                    double           u   = 2 * Math.PI * (rnd - r) / r;
                    double           v   = state.getRandom(0, 1, 1);
                    float            s   = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
                    float            s1  = (float)Math.Sqrt(1 - s * s);
                    Vector3          w   = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
                    w = onb.transform(w, new Vector3());
                    state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
                }
            }
        }
Esempio n. 18
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        public void prepareShadingState(ShadingState state)
        {
            state.init();
            Instance i = state.getInstance();

            state.getRay().getPoint(state.getPoint());
            Ray     r = state.getRay();
            IShader s = i.getShader(0);

            state.setShader(s != null ? s : this);
            int primID = state.getPrimitiveID();
            int hair   = primID / numSegments;
            int line   = primID % numSegments;
            int vRoot  = hair * 3 * (numSegments + 1);
            int v0     = vRoot + line * 3;

            // tangent vector
            Vector3 v = getTangent(line, v0, state.getV());

            v = i.transformVectorObjectToWorld(v);
            state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz)));
            state.getBasis().swapVW();
            // normal
            state.getNormal().set(0, 0, 1);
            state.getBasis().transform(state.getNormal());
            state.getGeoNormal().set(state.getNormal());

            state.getUV().set(0, (line + state.getV()) / numSegments);
        }
Esempio n. 19
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 public Color getRadiance(ShadingState state)
 {
     if (!state.includeLights)
         return Color.BLACK;
     state.faceforward();
     // emit constant radiance
     return state.isBehind() ? Color.BLACK : radiance;
 }
Esempio n. 20
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 public Color GetRadiance(ShadingState state)
 {
     if (state.getUV() == null)
     {
         return(Color.BLACK);
     }
     return(new Color(state.getUV().x, state.getUV().y, 0));
 }
Esempio n. 21
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 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse, specular;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     specular = getSpecular(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = specular.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         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);
     }
     else if (rnd < d + r)
     {
         if (glossyness == 0)
         {
             float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
             power.mul(diffuse).mul(1.0f / d);
             // photon is reflected
             float dn = 2 * cos;
             Vector3 dir = new Vector3();
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float dn = 2.0f * state.getCosND();
             // reflected direction
             Vector3 refDir = new Vector3();
             refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
             refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
             refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
             power.mul(spec).mul(1.0f / r);
             OrthoNormalBasis onb = state.getBasis();
             double u = 2 * Math.PI * (rnd - r) / r;
             double v = state.getRandom(0, 1, 1);
             float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
             float s1 = (float)Math.Sqrt(1 - s * s);
             Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
             w = onb.transform(w, new Vector3());
             state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
         }
     }
 }
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 getSamples(ShadingState state)
        {
            if (Vector3.dot(sunDirWorld, state.getGeoNormal()) > 0 && Vector3.dot(sunDirWorld, state.getNormal()) > 0)
            {
                LightSample dest = new LightSample();
                dest.setShadowRay(new Ray(state.getPoint(), sunDirWorld));
                dest.getShadowRay().setMax(float.MaxValue);
                dest.setRadiance(sunColor, sunColor);
                dest.traceShadow(state);
                state.addSample(dest);
            }
            int n = state.getDiffuseDepth() > 0 ? 1 : numSkySamples;

            for (int i = 0; i < n; i++)
            {
                // random offset on unit square, we use the infinite version of
                // getRandom because the light sampling is adaptive
                double randX = state.getRandom(i, 0, n);
                double randY = state.getRandom(i, 1, n);

                int x = 0;
                while (randX >= colHistogram[x] && x < colHistogram.Length - 1)
                {
                    x++;
                }
                float[] rowHistogram = imageHistogram[x];
                int     y            = 0;
                while (randY >= rowHistogram[y] && y < rowHistogram.Length - 1)
                {
                    y++;
                }
                // sample from (x, y)
                float u = (float)((x == 0) ? (randX / colHistogram[0]) : ((randX - colHistogram[x - 1]) / (colHistogram[x] - colHistogram[x - 1])));
                float v = (float)((y == 0) ? (randY / rowHistogram[0]) : ((randY - rowHistogram[y - 1]) / (rowHistogram[y] - rowHistogram[y - 1])));

                float px = ((x == 0) ? colHistogram[0] : (colHistogram[x] - colHistogram[x - 1]));
                float py = ((y == 0) ? rowHistogram[0] : (rowHistogram[y] - rowHistogram[y - 1]));

                float   su       = (x + u) / colHistogram.Length;
                float   sv       = (y + v) / rowHistogram.Length;
                float   invP     = (float)Math.Sin(sv * Math.PI) * jacobian / (n * px * py);
                Vector3 localDir = getDirection(su, sv);
                Vector3 dir      = basis.transform(localDir, new Vector3());
                if (Vector3.dot(dir, state.getGeoNormal()) > 0 && Vector3.dot(dir, state.getNormal()) > 0)
                {
                    LightSample dest = new LightSample();
                    dest.setShadowRay(new Ray(state.getPoint(), dir));
                    dest.getShadowRay().setMax(float.MaxValue);
                    Color radiance = getSkyRGB(localDir);
                    dest.setRadiance(radiance, radiance);
                    dest.getDiffuseRadiance().mul(invP);
                    dest.getSpecularRadiance().mul(invP);
                    dest.traceShadow(state);
                    state.addSample(dest);
                }
            }
        }
Esempio n. 24
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 public Color getRadiance(ShadingState state)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return(state.diffuse(getDiffuse(state)));
 }
Esempio n. 25
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 public Color getRadiance(ShadingState state)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return state.diffuse(getDiffuse(state));
 }
Esempio n. 26
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        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            Vector3 reflDir = new Vector3();
            Vector3 refrDir = new Vector3();
            state.faceforward();
            float cos = state.getCosND();
            bool inside = state.isBehind();
            float neta = inside ? eta : 1.0f / eta;

            float dn = 2 * cos;
            reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;

            // refracted ray
            float arg = 1 - (neta * neta * (1 - (cos * cos)));
            bool tir = arg < 0;
            if (tir)
                refrDir.x = refrDir.y = refrDir.z = 0;
            else
            {
                float nK = (neta * cos) - (float)Math.Sqrt(arg);
                refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
                refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
                refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
            }

            // compute Fresnel terms
            float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
            float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);

            float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
            float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
            float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
            float kt = 1 - kr;

            Color absorption = null;
            if (inside && absorptionDistance > 0)
            {
                // this ray is inside the object and leaving it
                // compute attenuation that occured along the ray
                absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
                if (absorption.isBlack())
                    return Color.BLACK; // nothing goes through
            }
            // refracted ray
            Color ret = Color.black();
            if (!tir)
            {
                ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
            }
            if (!inside || tir)
                ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
            return absorption != null ? ret.mul(absorption) : ret;
        }
Esempio n. 27
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 public Color getRadiance(ShadingState state)
 {
     Vector3 n = state.getNormal();
     if (n == null)
         return Color.BLACK;
     float r = (n.x + 1) * 0.5f;
     float g = (n.y + 1) * 0.5f;
     float b = (n.z + 1) * 0.5f;
     return new Color(r, g, b);
 }
Esempio n. 28
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 public Color getRadiance(ShadingState state)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     // execute shader
     return(state.diffuse(getDiffuse(state)).add(state.specularPhong(spec, power, numRays)));
 }
Esempio n. 29
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 public Color getRadiance(ShadingState state)
 {
     if (!state.includeLights)
     {
         return(Color.BLACK);
     }
     state.faceforward();
     // emit constant radiance
     return(state.isBehind() ? Color.BLACK : radiance);
 }
Esempio n. 30
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 public Color getRadiance(ShadingState state)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     // execute shader
     return state.diffuse(getDiffuse(state)).add(state.specularPhong(spec, power, numRays));
 }
Esempio n. 31
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 public Color getRadiance(ShadingState state)
 {
     state.faceforward();
     state.initCausticSamples();
     // integrate a diffuse function
     Color lr = Color.black();
     foreach (LightSample sample in state)
         lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance());
     return lr.mul(1.0f / (float)Math.PI);
 }
Esempio n. 32
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 public Color getIrradiance(ShadingState state, Color diffuseReflectance)
 {
     float cosTheta = Vector3.dot(up, state.getNormal());
     float sin2 = (1 - cosTheta * cosTheta);
     float sine = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0;
     if (cosTheta > 0)
         return Color.blend(sky, ground, sine);
     else
         return Color.blend(ground, sky, sine);
 }
Esempio n. 33
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 public Color getGlobalRadiance(ShadingState state)
 {
     if (globalPhotonMap == null)
     {
         if (state.getShader() != null)
             return state.getShader().getRadiance(state);
         else
             return Color.BLACK;
     }
     else
         return globalPhotonMap.getRadiance(state.getPoint(), state.getNormal());
 }
Esempio n. 34
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        public void store(ShadingState state, Vector3 dir, Color power, Color diffuse)
        {
            Photon p = new Photon(state.getPoint(), state.getNormal(), dir, power, diffuse);

            lock (lockObj)
            {
                storedPhotons++;
                photonList.Add(p);
                bounds.include(new Point3(p.x, p.y, p.z));
                maxPower = Math.Max(maxPower, power.getMax());
            }
        }
Esempio n. 35
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        private void renderBucket(IDisplay display, int bx, int by, int threadID, IntersectionState istate, ShadingCache cache)
        {
            // pixel sized extents
            int x0 = bx * bucketSize;
            int y0 = by * bucketSize;
            int bw = Math.Min(bucketSize, imageWidth - x0);
            int bh = Math.Min(bucketSize, imageHeight - y0);

            // prepare bucket
            display.imagePrepare(x0, y0, bw, bh, threadID);

            Color[] bucketRGB   = new Color[bw * bh];
            float[] bucketAlpha = new float[bw * bh];

            for (int y = 0, i = 0, cy = imageHeight - 1 - y0; y < bh; y++, cy--)
            {
                for (int x = 0, cx = x0; x < bw; x++, i++, cx++)
                {
                    // sample pixel
                    Color  c        = Color.black();
                    float  a        = 0;
                    int    instance = ((cx & ((1 << QMC.MAX_SIGMA_ORDER) - 1)) << QMC.MAX_SIGMA_ORDER) + QMC.sigma(cy & ((1 << QMC.MAX_SIGMA_ORDER) - 1), QMC.MAX_SIGMA_ORDER);
                    double jitterX  = QMC.halton(0, instance);
                    double jitterY  = QMC.halton(1, instance);
                    double jitterT  = QMC.halton(2, instance);
                    double jitterU  = QMC.halton(3, instance);
                    double jitterV  = QMC.halton(4, instance);
                    for (int s = 0; s < numSamples; s++)
                    {
                        float        rx    = cx + 0.5f + (float)warpCubic(QMC.mod1(jitterX + s * invNumSamples));
                        float        ry    = cy + 0.5f + (float)warpCubic(QMC.mod1(jitterY + QMC.halton(0, s)));
                        double       time  = QMC.mod1(jitterT + QMC.halton(1, s));
                        double       lensU = QMC.mod1(jitterU + QMC.halton(2, s));
                        double       lensV = QMC.mod1(jitterV + QMC.halton(3, s));
                        ShadingState state = scene.getRadiance(istate, rx, ry, lensU, lensV, time, instance + s, 5, cache);
                        if (state != null)
                        {
                            c.add(state.getResult());
                            a++;
                        }
                    }
                    bucketRGB[i]   = c.mul(invNumSamples);
                    bucketAlpha[i] = a * invNumSamples;
                    if (cache != null)
                    {
                        cache.reset();
                    }
                }
            }
            // update pixels
            display.imageUpdate(x0, y0, bw, bh, bucketRGB, bucketAlpha);
        }
Esempio n. 36
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            public void store(ShadingState state, Vector3 dir, Color power, Color diffuse)
            {
                state.faceforward();
                PointLight vpl = new PointLight();

                vpl.p     = state.getPoint();
                vpl.n     = state.getNormal();
                vpl.power = power;
                lock (lockObj)
                {
                    virtualLights.Add(vpl);
                }
            }
Esempio n. 37
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 public void add(ShadingState state)
 {
     if (n == 0)
     {
         c = Color.black();
     }
     if (state != null)
     {
         c.add(state.getResult());
         checkNanInf();
     }
     n++;
 }
Esempio n. 38
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 public void add(ShadingState state)
 {
     if (n == 0)
     {
         c = Color.black();
     }
     if (state != null)
     {
         c.add(state.getResult());
         alpha += state.getInstance() == null ? 0 : 1;
     }
     n++;
 }
Esempio n. 39
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        public Color getRadiance(ShadingState state)
        {
            state.faceforward();
            state.initCausticSamples();
            // integrate a diffuse function
            Color lr = Color.black();

            foreach (LightSample sample in state)
            {
                lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance());
            }
            return(lr.mul(1.0f / (float)Math.PI));
        }
Esempio n. 40
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        public void getSamples(ShadingState state)
        {
            if (lightBounds.contains(state.getPoint()) && state.getPoint().z < maxZ)
            {
                int   n = state.getDiffuseDepth() > 0 ? 1 : samples;
                float a = area / n;
                for (int i = 0; i < n; i++)
                {
                    // random offset on unit square, we use the infinite version of
                    // getRandom
                    // because the light sampling is adaptive
                    double randX = state.getRandom(i, 0);
                    double randY = state.getRandom(i, 1);

                    Point3 p = new Point3();
                    p.x = (float)(lxmin * (1 - randX) + lxmax * randX);
                    p.y = (float)(lymin * (1 - randY) + lymax * randY);
                    p.z = maxZ - 0.001f;

                    LightSample dest = new LightSample();
                    // prepare shadow ray to sampled point
                    dest.setShadowRay(new Ray(state.getPoint(), p));

                    // check that the direction of the sample is the same as the
                    // normal
                    float cosNx = dest.dot(state.getNormal());
                    if (cosNx <= 0)
                    {
                        return;
                    }

                    // light source facing point ?
                    // (need to check with light source's normal)
                    float cosNy = dest.getShadowRay().dz;
                    if (cosNy > 0)
                    {
                        // compute geometric attenuation and probability scale
                        // factor
                        float r     = dest.getShadowRay().getMax();
                        float g     = cosNy / (r * r);
                        float scale = g * a;
                        // set sample radiance
                        dest.setRadiance(radiance, radiance);
                        dest.getDiffuseRadiance().mul(scale);
                        dest.getSpecularRadiance().mul(scale);
                        dest.traceShadow(state);
                        state.addSample(dest);
                    }
                }
            }
        }
Esempio n. 41
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        public Color GetRadiance(ShadingState state)
        {
            Vector3 n = state.getNormal();

            if (n == null)
            {
                return(Color.BLACK);
            }
            float r = (n.x + 1) * 0.5f;
            float g = (n.y + 1) * 0.5f;
            float b = (n.z + 1) * 0.5f;

            return(new Color(r, g, b));
        }
Esempio n. 42
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        public Color getIrradiance(ShadingState state, Color diffuseReflectance)
        {
            float cosTheta = Vector3.dot(up, state.getNormal());
            float sin2     = (1 - cosTheta * cosTheta);
            float sine     = sin2 > 0 ? (float)Math.Sqrt(sin2) * 0.5f : 0;

            if (cosTheta > 0)
            {
                return(Color.blend(sky, ground, sine));
            }
            else
            {
                return(Color.blend(ground, sky, sine));
            }
        }
Esempio n. 43
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 public Color GetRadiance(ShadingState state)
 {
     if (state.getNormal() == null)
     {
         // if this shader has been applied to an infinite instance because of shader overrides
         // run the default shader, otherwise, just shade black
         return state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK;
     }
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return state.diffuse(Color.GRAY);
 }
Esempio n. 44
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 public Color GetRadiance(ShadingState state)
 {
     if (state.getNormal() == null)
     {
         // if this shader has been applied to an infinite instance because of shader overrides
         // run the default shader, otherwise, just shade black
         return(state.getShader() != this ? state.getShader().GetRadiance(state) : Color.BLACK);
     }
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return(state.diffuse(Color.GRAY));
 }
Esempio n. 45
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 public void store(ShadingState state, Vector3 dir, Color power, Color diffuse)
 {
     if (((state.getDiffuseDepth() == 0) && (state.getReflectionDepth() > 0 || state.getRefractionDepth() > 0)))
     {
         // this is a caustic photon
         Photon p = new Photon(state.getPoint(), dir, power);
         lock (lockObj)
         {
             storedPhotons++;
             photonList.Add(p);
             bounds.include(new Point3(p.x, p.y, p.z));
             maxPower = Math.Max(maxPower, power.getMax());
         }
     }
 }
Esempio n. 46
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 public void getSamples(ShadingState state)
 {
     Vector3 d = Point3.sub(lightPoint, state.getPoint(), new Vector3());
     if (Vector3.dot(d, state.getNormal()) > 0 && Vector3.dot(d, state.getGeoNormal()) > 0)
     {
         LightSample dest = new LightSample();
         // prepare shadow ray
         dest.setShadowRay(new Ray(state.getPoint(), lightPoint));
         float scale = 1.0f / (float)(4 * Math.PI * lightPoint.distanceToSquared(state.getPoint()));
         dest.setRadiance(power, power);
         dest.getDiffuseRadiance().mul(scale);
         dest.getSpecularRadiance().mul(scale);
         dest.traceShadow(state);
         state.addSample(dest);
     }
 }
Esempio n. 47
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        public void getSamples(ShadingState state)
        {
            Vector3 d = Point3.sub(lightPoint, state.getPoint(), new Vector3());

            if (Vector3.dot(d, state.getNormal()) > 0 && Vector3.dot(d, state.getGeoNormal()) > 0)
            {
                LightSample dest = new LightSample();
                // prepare shadow ray
                dest.setShadowRay(new Ray(state.getPoint(), lightPoint));
                float scale = 1.0f / (float)(4 * Math.PI * lightPoint.distanceToSquared(state.getPoint()));
                dest.setRadiance(power, power);
                dest.getDiffuseRadiance().mul(scale);
                dest.getSpecularRadiance().mul(scale);
                dest.traceShadow(state);
                state.addSample(dest);
            }
        }
Esempio n. 48
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 public void ScatterPhoton(ShadingState state, Color power)
 {
     float avg = color.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd >= avg)
         return;
     state.faceforward();
     float cos = state.getCosND();
     power.mul(color).mul(1.0f / avg);
     // photon is reflected
     float dn = 2 * cos;
     Vector3 dir = new Vector3();
     dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
     dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
     dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
     state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
 }
Esempio n. 49
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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. 50
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 public void prepareShadingState(ShadingState state)
 {
     state.init();
     state.getRay().getPoint(state.getPoint());
     Instance parent = state.getInstance();
     Point3 n = parent.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 = parent.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. 51
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 public Color getGlobalRadiance(ShadingState state)
 {
     if (globalPhotonMap == null)
     {
         if (state.getShader() != null)
         {
             return(state.getShader().GetRadiance(state));
         }
         else
         {
             return(Color.BLACK);
         }
     }
     else
     {
         return(globalPhotonMap.getRadiance(state.getPoint(), state.getNormal()));
     }
 }
Esempio n. 52
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        public Color GetRadiance(ShadingState state)
        {
            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(state.includeLights ? radiance : Color.BLACK);
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            state.faceforward();
            // setup lighting
            state.initLightSamples();
            state.initCausticSamples();
            return(state.diffuse(kd));
        }
Esempio n. 53
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 public void scatterPhoton(ShadingState state, Color power)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     Color d = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, d);
     float avgD = d.getAverage();
     float avgS = spec.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgD)
     {
         // photon is scattered diffusely
         power.mul(d).mul(1.0f / avgD);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avgD;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0f - 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);
     }
     else if (rnd < avgD + avgS)
     {
         // photon is scattered specularly
         float dn = 2.0f * state.getCosND();
         // reflected direction
         Vector3 refDir = new Vector3();
         refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
         refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
         refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
         power.mul(spec).mul(1.0f / avgS);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * (rnd - avgD) / avgS;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Pow(v, 1 / (this.power + 1));
         float s1 = (float)Math.Sqrt(1 - s * s);
         Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
         w = onb.transform(w, new Vector3());
         state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
     }
 }
Esempio n. 54
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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. 55
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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. 56
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        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            state.faceforward();
            float cos = state.getCosND();
            float dn = 2 * cos;
            Vector3 refDir = new Vector3();
            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret = Color.white();
            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return ret.mul(state.traceReflection(refRay, 0));
        }
Esempio n. 57
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 public Color getGlobalRadiance(ShadingState state)
 {
     Point3 p = state.getPoint();
     Vector3 n = state.getNormal();
     int set = (int)(state.getRandom(0, 1, 1) * numSets);
     float maxAvgPow = 0;
     float minDist = 1;
     Color pow = null;
     foreach (PointLight vpl in virtualLights[set])
     {
         maxAvgPow = Math.Max(maxAvgPow, vpl.power.getAverage());
         if (Vector3.dot(n, vpl.n) > 0.9f)
         {
             float d = vpl.p.distanceToSquared(p);
             if (d < minDist)
             {
                 pow = vpl.power;
                 minDist = d;
             }
         }
     }
     return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow);
 }
Esempio n. 58
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 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = d * refl;
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         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);
     }
     else if (rnd < d + r)
     {
         float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
         power.mul(diffuse).mul(1.0f / d);
         // photon is reflected
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
 }
Esempio n. 59
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 public void getSamples(ShadingState state)
 {
     if (storedPhotons == 0)
         return;
     NearestPhotons np = new NearestPhotons(state.getPoint(), gatherNum, gatherRadius * gatherRadius);
     locatePhotons(np);
     if (np.found < 8)
         return;
     Point3 ppos = new Point3();
     Vector3 pdir = new Vector3();
     Vector3 pvec = new Vector3();
     float invArea = 1.0f / ((float)Math.PI * np.dist2[0]);
     float maxNDist = np.dist2[0] * 0.05f;
     float f2r2 = 1.0f / (filterValue * filterValue * np.dist2[0]);
     float fInv = 1.0f / (1.0f - 2.0f / (3.0f * filterValue));
     for (int i = 1; i <= np.found; i++)
     {
         Photon phot = np.index[i];
         Vector3.decode(phot.dir, pdir);
         float cos = -Vector3.dot(pdir, state.getNormal());
         if (cos > 0.001)
         {
             ppos.set(phot.x, phot.y, phot.z);
             Point3.sub(ppos, state.getPoint(), pvec);
             float pcos = Vector3.dot(pvec, state.getNormal());
             if ((pcos < maxNDist) && (pcos > -maxNDist))
             {
                 LightSample sample = new LightSample();
                 sample.setShadowRay(new Ray(state.getPoint(), pdir.negate()));
                 sample.setRadiance(new Color().setRGBE(np.index[i].power).mul(invArea / cos), Color.BLACK);
                 sample.getDiffuseRadiance().mul((1.0f - (float)Math.Sqrt(np.dist2[i] * f2r2)) * fInv);
                 state.addSample(sample);
             }
         }
     }
 }
 public Color getIrradiance(ShadingState state, Color diffuseReflectance)
 {
     OrthoNormalBasis onb = state.getBasis();
     Vector3 w = new Vector3();
     Color result = Color.black();
     for (int i = 0; i < samples; i++)
     {
         float xi = (float)state.getRandom(i, 0, samples);
         float xj = (float)state.getRandom(i, 1, samples);
         float phi = (float)(2 * Math.PI * xi);
         float cosPhi = (float)Math.Cos(phi);
         float sinPhi = (float)Math.Sin(phi);
         float sinTheta = (float)Math.Sqrt(xj);
         float cosTheta = (float)Math.Sqrt(1.0f - xj);
         w.x = cosPhi * sinTheta;
         w.y = sinPhi * sinTheta;
         w.z = cosTheta;
         onb.transform(w);
         Ray r = new Ray(state.getPoint(), w);
         r.setMax(maxDist);
         result.add(Color.blend(bright, dark, state.traceShadow(r)));
     }
     return result.mul((float)Math.PI / samples);
 }