Esempio n. 1
0
        /// <summary>
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float useU = u * mRepeat;

            useU = useU - ((int)useU);
            return((useU * mColor2) + (1 - useU) * mColor1);
        }
Esempio n. 2
0
        public KdTree(int maxDepth, int maxLeavePrimitives, SceneDatabase sceneDatabase)
        {
            mMaxNumOfPrimitives = maxLeavePrimitives;
            mMaxDepth           = maxDepth;

            //
            List <RTGeometry> allGeom  = new List <RTGeometry>();
            Vector3           worldMin = new Vector3(float.MaxValue);
            Vector3           worldMax = new Vector3(float.MinValue);

            // we need to compute the compute the world min/max
            for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
            {
                RTGeometry g = sceneDatabase.GetGeom(i);
                allGeom.Add(g);
                worldMin = Vector3.Min(worldMin, g.Min);
                worldMax = Vector3.Max(worldMax, g.Max);
            }

            int rootDepth = 0;

            mRoot = new KdTreeNode(worldMin, worldMax, new KdTreeAxis(rootDepth), allGeom);

            BuildKDTree(mRoot, rootDepth, allGeom);
        }
        /// <summary>
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float useU  = u * mDirection.X + v * mDirection.Y;
            float theta = useU * mThetaRange;
            float sineV = 0.5f * (((float)Math.Sin(theta)) + 1);

            return((sineV * mColor1) + (1f - sineV) * mColor2);
        }
        /// <summary>
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float useU = u * mDirection.X + v * mDirection.Y;
            float theta = useU * mThetaRange;
            float sineV = 0.5f * (((float) Math.Sin(theta)) + 1);

            return (sineV * mColor1) + (1f - sineV) * mColor2;
        }
        /// <summary>
        /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
        /// corresponding textile.
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            Vector3 norm = Vector3.UnitY;

            if ((u >= 0) && (u <= 1f) && (v >= 0) && (v <= 1f))
            {
                int   u0Index = 0, u1Index = 0, v0Index = 0, v1Index = 0;
                float uIndex, vIndex;
                float bumpAtu0v0, bumpAtu0v1, bumpAtu1v0, bumpAtu1v1;
                lock (mTextureImage)
                {
                    GetIndices(u, mTextureImage.Width, ref u0Index, ref u1Index);
                    GetIndices(v, mTextureImage.Height, ref v0Index, ref v1Index);
                    v0Index = mTextureImage.Height - 1 - v0Index;
                    v1Index = mTextureImage.Height - 1 - v1Index;
                    uIndex  = u * mTextureImage.Width;
                    vIndex  = mTextureImage.Height - 1 - (v * mTextureImage.Height);

                    bumpAtu0v0 = ColorToVec(mTextureImage.GetPixel(u0Index, v0Index)).Length();
                    bumpAtu1v0 = ColorToVec(mTextureImage.GetPixel(u1Index, v0Index)).Length();
                    bumpAtu0v1 = ColorToVec(mTextureImage.GetPixel(u0Index, v1Index)).Length();
                    bumpAtu1v1 = ColorToVec(mTextureImage.GetPixel(u1Index, v1Index)).Length();
                }
                float du       = uIndex - u0Index;
                float dv       = vIndex - v1Index;
                float bumpAtV0 = du * bumpAtu1v0 + (1 - du) * bumpAtu0v0;
                float bumpAtV1 = du * bumpAtu1v1 + (1 - du) * bumpAtu0v1;
                float bumpAtU0 = dv * bumpAtu0v1 + (1 - dv) * bumpAtu0v0;
                float bumpAtU1 = dv * bumpAtu1v1 + (1 - dv) * bumpAtu1v0;

                float dDu = mGain * (bumpAtV1 - bumpAtV0);
                float dDv = mGain * (bumpAtU1 - bumpAtU0);

                float u0Ref, u1Ref, v0Ref, v1Ref;
                u0Ref = u0Index * mInvWidth;
                u1Ref = u1Index * mInvWidth;
                v0Ref = v0Index * mInvHeight;
                v1Ref = v1Index * mInvHeight;

                Vector3 Pu0 = g.GetPosition(u0Ref, v);
                Vector3 Pu1 = g.GetPosition(u1Ref, v);
                Vector3 Pv0 = g.GetPosition(u, v0Ref);
                Vector3 Pv1 = g.GetPosition(u, v1Ref);
                Vector3 Pu  = Pu1 - Pu0;
                Vector3 Pv  = Pv1 - Pv0;

                Vector3 aDir = Vector3.Normalize(Vector3.Cross(Pu, rec.NormalAtIntersect));
                Vector3 bDir = Vector3.Normalize(Vector3.Cross(Pv, rec.NormalAtIntersect));
                Vector3 D    = (dDv * aDir) - (dDu * bDir);

                norm = rec.NormalAtIntersect + D;
                norm.Normalize();
            }

            return(norm);
        }
        /// <summary>
        /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
        /// corresponding textile.
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            Vector3 norm = Vector3.UnitY;
            if ((u >= 0) && (u <= 1f) && (v >= 0) && (v <= 1f))
            {
                int u0Index=0, u1Index=0, v0Index=0, v1Index=0;
                float uIndex, vIndex;
                float bumpAtu0v0, bumpAtu0v1, bumpAtu1v0, bumpAtu1v1;
                lock (mTextureImage)
                {
                    GetIndices(u, mTextureImage.Width, ref u0Index, ref u1Index);
                    GetIndices(v, mTextureImage.Height, ref v0Index, ref v1Index);
                    v0Index = mTextureImage.Height - 1 - v0Index;
                    v1Index = mTextureImage.Height - 1 - v1Index;
                    uIndex = u * mTextureImage.Width;
                    vIndex = mTextureImage.Height - 1 - (v * mTextureImage.Height);

                    bumpAtu0v0 = ColorToVec(mTextureImage.GetPixel(u0Index, v0Index)).Length();
                    bumpAtu1v0 = ColorToVec(mTextureImage.GetPixel(u1Index, v0Index)).Length();
                    bumpAtu0v1 = ColorToVec(mTextureImage.GetPixel(u0Index, v1Index)).Length();
                    bumpAtu1v1 = ColorToVec(mTextureImage.GetPixel(u1Index, v1Index)).Length();
                }
                float du = uIndex - u0Index;
                float dv = vIndex - v1Index;
                float bumpAtV0 = du * bumpAtu1v0 + (1 - du) * bumpAtu0v0;
                float bumpAtV1 = du * bumpAtu1v1 + (1 - du) * bumpAtu0v1;
                float bumpAtU0 = dv * bumpAtu0v1 + (1 - dv) * bumpAtu0v0;
                float bumpAtU1 = dv * bumpAtu1v1 + (1 - dv) * bumpAtu1v0;

                float dDu = mGain * (bumpAtV1 - bumpAtV0);
                float dDv = mGain * (bumpAtU1 - bumpAtU0);

                float u0Ref, u1Ref, v0Ref, v1Ref;
                u0Ref = u0Index * mInvWidth;
                u1Ref = u1Index * mInvWidth;
                v0Ref = v0Index * mInvHeight;
                v1Ref = v1Index * mInvHeight;

                Vector3 Pu0 = g.GetPosition(u0Ref, v);
                Vector3 Pu1 = g.GetPosition(u1Ref, v);
                Vector3 Pv0 = g.GetPosition(u, v0Ref);
                Vector3 Pv1 = g.GetPosition(u, v1Ref);
                Vector3 Pu = Pu1 - Pu0;
                Vector3 Pv = Pv1 - Pv0;

                Vector3 aDir = Vector3.Normalize(Vector3.Cross(Pu, rec.NormalAtIntersect));
                Vector3 bDir = Vector3.Normalize(Vector3.Cross(Pv, rec.NormalAtIntersect));
                Vector3 D = (dDv * aDir) - (dDu * bDir);

                norm = rec.NormalAtIntersect + D;
                norm.Normalize();
            }

            return norm;
        }
 public Vector3 TextureLookup(IntersectionRecord rec, RTGeometry g)
 {
     if (mTexture.NeedUV())
     {
         float u = 0f, v = 0f;
         g.GetUV(rec.IntersectPosition, rec.HitPtBC, ref u, ref v);
         return mTexture.GetTexile(u, v, rec, g);
     }
     else
     {
         return mTexture.GetTexile(rec, g);
     }
 }
 public Vector3 TextureLookup(IntersectionRecord rec, RTGeometry g)
 {
     if (mTexture.NeedUV())
     {
         float u = 0f, v = 0f;
         g.GetUV(rec.IntersectPosition, rec.HitPtBC, ref u, ref v);
         return(mTexture.GetTexile(u, v, rec, g));
     }
     else
     {
         return(mTexture.GetTexile(rec, g));
     }
 }
        /// <summary>
        /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
        /// corresponding textile.
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float uVal = u * mURepeat;
            float vVal = v * mVRepeat;

            int uBit = ((int)uVal) % 2;
            int vBit = ((int)vVal) % 2;

            Vector3 c = mColor1;
            if (uBit == vBit)
                c = mColor2;

            return c;
        }
        private void ComputeVisibility(Ray r, IntersectionRecord rec, int exceptGeomIndex)
        {
#if KDTREE
            mKdTree.ComputeVisibility(r, rec, exceptGeomIndex);
#else
            for (int i = 0; i < mSceneDatabase.GetNumGeom(); i++)
            {
                if (i != exceptGeomIndex)
                {
                    RTGeometry g = mSceneDatabase.GetGeom(i);
                    g.Intersect(r, rec);
                }
            }
#endif
        }
        /// <summary>
        /// (x,y,z) is the visible pt, returns solid texture value at x,y,z
        /// </summary>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">The geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
        {
            float x = rec.IntersectPosition.X;
            float y = rec.IntersectPosition.Y;
            float z = rec.IntersectPosition.Z;

            float n = ComputeTurbulanceNoise(x, y, z);

            Vector3 v = new Vector3(x, y, z);
            v.Normalize();
            float useU = Vector3.Dot(mDirection, v) + n;
            float theta = useU * mThetaRange;
            float sineV = 0.5f * (((float) Math.Sin(theta)) + 1);

            return (sineV * mColor1) + (1f - sineV) * mColor2;
        }
Esempio n. 12
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        /// <summary>
        /// (x,y,z) is the visible pt, returns solid texture value at x,y,z
        /// </summary>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">The geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
        {
            float x = rec.IntersectPosition.X;
            float y = rec.IntersectPosition.Y;
            float z = rec.IntersectPosition.Z;

            float n = ComputeTurbulanceNoise(x, y, z);

            Vector3 v = new Vector3(x, y, z);

            v.Normalize();
            float useU  = Vector3.Dot(mDirection, v) + n;
            float theta = useU * mThetaRange;
            float sineV = 0.5f * (((float)Math.Sin(theta)) + 1);

            return((sineV * mColor1) + (1f - sineV) * mColor2);
        }
Esempio n. 13
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        /// <summary>
        /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
        /// corresponding textile.
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float uVal = u * mURepeat;
            float vVal = v * mVRepeat;

            int uBit = ((int)uVal) % 2;
            int vBit = ((int)vVal) % 2;

            Vector3 c = mColor1;

            if (uBit == vBit)
            {
                c = mColor2;
            }

            return(c);
        }
 /// <summary>
 /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
 /// corresponding textile.
 /// </summary>
 /// <param name="u">value between 0 to 1</param>
 /// <param name="v">value between 0 to 1</param>
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">the geometry</param>
 /// <returns></returns>
 /// 
 /// only available to Vista and later
 /// [MethodImpl(MethodImplOptions.Synchronized)]
 public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
 {
     System.Drawing.Color c = System.Drawing.Color.Black;
     if (null != mTextureImage)
     {
         if ((u >= 0) && (u <= 1f) && (v >= 0) && (v <= 1f))
         {
             lock (mTextureImage)
             {
                 int x = (int)(u * (mTextureImage.Width - 1) + 0.5f);
                 int y = (int)(v * (mTextureImage.Height - 1) + 0.5f);
                 y = mTextureImage.Height - y - 1;
                 c = mTextureImage.GetPixel(x, y);
             }
         }
     }
     return ColorToVec(c);
 }
Esempio n. 15
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 /// <summary>
 /// UV are values between 0 to 1, maps to texture width/height linearly and returns the
 /// corresponding textile.
 /// </summary>
 /// <param name="u">value between 0 to 1</param>
 /// <param name="v">value between 0 to 1</param>
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">the geometry</param>
 /// <returns></returns>
 ///
 /// only available to Vista and later
 /// [MethodImpl(MethodImplOptions.Synchronized)]
 public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
 {
     System.Drawing.Color c = System.Drawing.Color.Black;
     if (null != mTextureImage)
     {
         if ((u >= 0) && (u <= 1f) && (v >= 0) && (v <= 1f))
         {
             lock (mTextureImage)
             {
                 int x = (int)(u * (mTextureImage.Width - 1) + 0.5f);
                 int y = (int)(v * (mTextureImage.Height - 1) + 0.5f);
                 y = mTextureImage.Height - y - 1;
                 c = mTextureImage.GetPixel(x, y);
             }
         }
     }
     return(ColorToVec(c));
 }
        /// <summary>
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float useU = u * mURepeat;
            useU = useU - ((int)useU);
            float useV = v * mVRepeat;
            useV = useV - ((int)useV);

            Vector3 resultColor = mColor1;
            if ((useU > kLowBound) && (useU < kUpBound))
            {
                resultColor = GetGridColor(useU);
            }
            else if ((useV > kLowBound) && (useV < kUpBound))
            {
                resultColor = GetGridColor(useV);
            }

            return resultColor;
        }
Esempio n. 17
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        /// <summary>
        /// </summary>
        /// <param name="u">value between 0 to 1</param>
        /// <param name="v">value between 0 to 1</param>
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">the geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
        {
            float useU = u * mURepeat;

            useU = useU - ((int)useU);
            float useV = v * mVRepeat;

            useV = useV - ((int)useV);

            Vector3 resultColor = mColor1;

            if ((useU > kLowBound) && (useU < kUpBound))
            {
                resultColor = GetGridColor(useU);
            }
            else if ((useV > kLowBound) && (useV < kUpBound))
            {
                resultColor = GetGridColor(useV);
            }

            return(resultColor);
        }
 /// <summary>
 /// (x,y,z) is the visible pt, returns solid texture value at x,y,z
 /// </summary>
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">The geometry</param>
 /// <returns></returns>
 public virtual Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
 {
     return Vector3.Zero;
 }
 /// <summary>
 /// </summary>
 /// <param name="u">value between 0 to 1</param>
 /// <param name="v">value between 0 to 1</param>
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">the geometry</param>
 /// <returns></returns>
 public override Vector3 GetTexile(float u, float v, IntersectionRecord rec, RTGeometry g)
 {
     float useU = u * mRepeat;
     useU = useU - ((int)useU);
     return (useU * mColor2) + (1 - useU) * mColor1;
 }
 /// <summary>
 /// (x,y,z) is the visible pt, returns solid texture value at x,y,z
 /// </summary>
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">The geometry</param>
 /// <returns></returns>
 public virtual Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
 {
     return(Vector3.Zero);
 }
        /// <param name="rec">IntersectionRecord to be texture mapped</param>
        /// <param name="g">The geometry</param>
        /// <returns></returns>
        public override Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
        {
            float noise = ComputeFractalNoise(rec.IntersectPosition.X, rec.IntersectPosition.Y, rec.IntersectPosition.Z);

            return((noise * mColor1) + ((1f - noise) * mColor2));
        }
Esempio n. 22
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        private const float kDepthImageDist = 1f; // depth map image plane distance from the light source

        private void InitDepthMap(SceneDatabase sceneDatabase)
        {
            if (null != mDepthMap)
            {
                return; // done
            }
            // remember!! mDireciton is L, or a vector from Visible point to the light.
            // Here we want direction from light source towards the scene
            Vector3 useDir = -mDirection;

            // 1. Find a Up direction
            //         guess up direction to be (0, 1, 0), if view direction is also this,
            //         use (1, 0, 0) as view direction
            Vector3 up = Vector3.UnitY;

            if (Math.Abs(Vector3.Dot(up, useDir)) > 0.99999)
            {
                up = Vector3.UnitX;
            }


            // 2. define Orthonormal base
            Vector3 sideV = Vector3.Cross(up, useDir);

            up = Vector3.Cross(useDir, sideV);
            sideV.Normalize();
            up.Normalize();

            // 3. compute the depth map image plane,
            //    define the image plane to be located at ... a distance of kDepthImageDist away
            Vector3 ptOnImage = mPosition + kDepthImageDist * useDir;

            // 4. compute depth map image size
            float halfImageSize = kDepthImageDist * (float)Math.Tan(mOuterAngle / 2f);

            // 5. Compute the 4 vertices the defines the depth map
            Vector3[] v = new Vector3[4];
            v[0] = ptOnImage - halfImageSize * up - halfImageSize * sideV;
            v[1] = ptOnImage - halfImageSize * up + halfImageSize * sideV;
            v[2] = ptOnImage + halfImageSize * up + halfImageSize * sideV;
            v[3] = ptOnImage + halfImageSize * up - halfImageSize * sideV;

            // 6. create a Geometry that represents the map
            // ** Be caureful **!!
            //     RTRectangle uses v[0] as the origin for texture lookup
            //     we _MUST_ follow the same in order to take advante of GetUV() function!
            mDepthMapGeom = new RTRectangle(v);

            // 7. Now allocate memory for the actual map
            mDepthMap = new float[mRes][];
            mGeomID   = new int[mRes][];
            for (int i = 0; i < mRes; i++)
            {
                mDepthMap[i] = new float[mRes];
                mGeomID[i]   = new int[mRes];
            }

            // now, trace rays through each of the pixels in the depth map and record the depth and geomID
            float   pixelSize       = halfImageSize / (0.5f * mRes);
            Vector3 upPixelVector   = pixelSize * up;
            Vector3 sidePixelVector = pixelSize * sideV;

            for (int y = 0; y < mRes; y++)
            {
                Vector3 yDisp = v[0] + (y + 0.5f) * upPixelVector;
                for (int x = 0; x < mRes; x++)
                {
                    Vector3            pixelPos = ((x + 0.5f) * sidePixelVector) + yDisp;
                    Ray                r        = new Ray(mPosition, pixelPos);
                    IntersectionRecord rec      = new IntersectionRecord();

                    for (int i = 0; i < sceneDatabase.GetNumGeom(); i++)
                    {
                        RTGeometry g = sceneDatabase.GetGeom(i);
                        g.Intersect(r, rec);
                    }
                    mDepthMap[x][y] = rec.HitDistance;
                    // closes intersection distance, any object that is
                    // further away from the light than this distance is in the shadow of this light
                    mGeomID[x][y] = rec.GeomIndex;
                    // this object can never be in shadow, becuase it is the closest to the light!
                }
            }
        }
 /// <summary>
 /// Geometry: Can be access as an array, the collection is a simple array
 /// </summary>
 public void AddGeom(RTGeometry g)
 {
     g.SetResourceIndex(mAllGeoms.Count);
     mAllGeoms.AddResource(g);
 }
 /// <summary>
 /// Geometry: Can be access as an array, the collection is a simple array
 /// </summary>
 public void AddGeom(RTGeometry g)
 {
     g.SetResourceIndex(mAllGeoms.Count);
     mAllGeoms.AddResource(g);
 }
 /// <param name="rec">IntersectionRecord to be texture mapped</param>
 /// <param name="g">The geometry</param>
 /// <returns></returns>
 public override Vector3 GetTexile(IntersectionRecord rec, RTGeometry g)
 {
     float  noise = ComputeFractalNoise(rec.IntersectPosition.X, rec.IntersectPosition.Y, rec.IntersectPosition.Z);
     return (noise * mColor1) + ((1f - noise) * mColor2);
 }