コード例 #1
0
ファイル: IMaterial.cs プロジェクト: Kintaro/Hyperion
        public static void Bump(ITexture<double> d, DifferentialGeometry dgGeom, DifferentialGeometry dgShading, ref DifferentialGeometry dgBump)
        {
            DifferentialGeometry dgEval = new DifferentialGeometry (dgShading);

            double du = 0.5 * (Math.Abs (dgShading.dudx) + Math.Abs (dgShading.dudy));
            if (du == 0.0)
                du = 0.01;
            dgEval.p = dgShading.p + du * dgShading.dpdu;
            dgEval.u = dgShading.u + du;
            dgEval.n = (new Normal(dgShading.dpdu % dgShading.dpdv) + du * dgShading.dndu).Normalized;

            double uDisplace = d.Evaluate (dgEval);

            double dv = 0.5 * (Math.Abs (dgShading.dvdx) + Math.Abs (dgShading.dvdy));
            if (dv == 0.0)
                dv = 0.01;
            dgEval.p = dgShading.p + dv * dgShading.dpdv;
            dgEval.u = dgShading.u;
            dgEval.v = dgShading.v + dv;
            dgEval.n = (new Normal(dgShading.dpdu % dgShading.dpdv) + dv * dgShading.dndv).Normalized;

            double vDisplace = d.Evaluate (dgEval);
            double displace = d.Evaluate (dgShading);

            dgBump = new DifferentialGeometry (dgShading);
            dgBump.dpdu = dgShading.dpdu + (uDisplace - displace) / du * new Vector (dgShading.n) + displace * new Vector (dgShading.dndu);
            dgBump.dpdv = dgShading.dpdv + (vDisplace - displace) / dv * new Vector (dgShading.n) + displace * new Vector (dgShading.dndv);
            dgBump.n = new Normal((dgBump.dpdu % dgBump.dpdv).Normalized);

            if (dgShading.Shape.ReverseOrientation ^ dgShading.Shape.TransformSwapsHandedness)
                dgBump.n *= -1.0;

            dgBump.n = Util.FaceForward (dgBump.n, dgGeom.n);
        }
コード例 #2
0
ファイル: IMaterial.cs プロジェクト: Kintaro/Art
		/// <summary>
		/// 
		/// </summary>
		/// <param name="d"></param>
		/// <param name="dgGeom"></param>
		/// <param name="dgShading"></param>
		/// <param name="dgBump"></param>
		public static DifferentialGeometry Bump (ITexture<double> d, DifferentialGeometry dgGeom, DifferentialGeometry dgShading)
		{
			var dgBump = new DifferentialGeometry ();
			var dgEval = new DifferentialGeometry (dgShading);

			var du = .5 * (Math.Abs (dgShading.dudx) + Math.Abs (dgShading.dudy));
			if (du == 0.0)
				du = .01;

			dgEval.p = dgShading.p + du * dgShading.dpdu;
			dgEval.u = dgShading.u + du;
			dgEval.nn = null;// TODO

			var uDisplace = d.Evaluate (dgEval);

			var dv = .5 * (Math.Abs (dgShading.dvdx) + Math.Abs (dgShading.dvdy));
			//

			var vDisplace = d.Evaluate (dgEval);
			var displace = d.Evaluate (dgShading);

			dgBump = new DifferentialGeometry (dgShading);
			dgBump.dpdu = dgShading.dpdu + (uDisplace - displace) / du * new Vector (dgShading.nn) + displace * new Vector (dgShading.dndu);
			dgBump.dpdv = dgShading.dpdv + (vDisplace - displace) / dv * new Vector (dgShading.nn) + displace * new Vector (dgShading.dndv);

			if (dgShading.Shape.ReverseOrientation ^ dgShading.Shape.TransformSwapsHandedness)
				dgBump.nn *= -1.0;

			dgBump.nn = Util.FaceForward (dgBump.nn, dgGeom.nn);

			return dgBump;
		}