コード例 #1
0
ファイル: OldMath.cs プロジェクト: Asixa/ImageCreateFromZero
        public static Vector3 RandomCosineDirection()
        {
            var r2  = Random.Get();
            var phi = 2 * Mathf.PI * Random.Get();

            return(new Vector3(Mathf.Cos(phi) * 2 * Mathf.Sqrt(r2), Mathf.Sin(phi) * 2 * Mathf.Sqrt(r2), Mathf.Sqrt(1 - r2)));
        }
コード例 #2
0
ファイル: Shader.cs プロジェクト: Asixa/ImageCreateFromZero
        public override bool scatter(Ray rayIn, ref HitRecord hrec, ref ScatterRecord srec)
        {
            srec.is_specular = true;
            srec.pdf         = null;
            //var origin = new Color32(1.0f, 1.0f, 1.0f);
            //var result_c=new Color32(origin.r*color.r,,);
            //srec.attenuation = new Color32(1.0f, 1.0f, 1.0f)*(color*color.a);
            srec.attenuation = color;
            //srec.attenuation.a = 1;
            Vector3 outward_normal;
            var     reflected = Reflect(rayIn.direction, hrec.normal);
            var     refracted = new Vector3(0);
            float   ni_over_nt;
            float   cosine;

            if (Vector3.Dot(rayIn.direction, hrec.normal) > 0)
            {
                outward_normal = -hrec.normal;
                ni_over_nt     = ref_idx;
                cosine         = ref_idx * Vector3.Dot(rayIn.direction, hrec.normal) / rayIn.direction.length();
            }
            else
            {
                outward_normal = hrec.normal;
                ni_over_nt     = 1.0f / ref_idx;
                cosine         = -Vector3.Dot(rayIn.direction, hrec.normal) / rayIn.direction.length();
            }
            var reflect_prob = Refract(rayIn.direction, outward_normal, ni_over_nt, ref refracted) ? Schlick(cosine, ref_idx) : 1.0f;

            srec.specular_ray = Random.Get() < reflect_prob ? new Ray(hrec.p, reflected) : new Ray(hrec.p, refracted);
            return(true);
        }
コード例 #3
0
ファイル: Shader.cs プロジェクト: Asixa/ImageCreateFromZero
        protected Vector3 GetRandomPointInUnitSphere()
        {
            var p = new Vector3(0);

            do
            {
                p = new Vector3(Random.Get(), Random.Get(), Random.Get()) * 2.0f - Vector3.one;
            }while (Vector3.Dot(p, p) >= 1);
            return(p.Normalized());
        }
コード例 #4
0
ファイル: Renderer.cs プロジェクト: Asixa/ImageCreateFromZero
        private void Scanner(object o)
        {
            var config = (ScannerConfig)o;

            for (; 0 < scaned[config.ID];)
            {
                if (STOP)
                {
                    return;
                }
                if (scaned[config.ID] == SPP)
                {
                    SetPixelPriview(config, Color32.White);
                }
                for (var h = config.h; h < config.h + block_size; h++)
                {
                    if (h >= height)
                    {
                        continue;
                    }
                    for (var w = config.w; w < config.w + block_size; w++)
                    {
                        if (w >= width)
                        {
                            continue;
                        }
                        var id    = h * width + w;
                        var color = mode == Mode.Shaded
                            ? DiffuseScanner.GetColor(Scene.main.camera.CreateRay(
                                                          (width - w + Random.Get()) * recip_width,
                                                          (height - h + Random.Get()) * recip_height, id), Scene.main.world,
                                                      Scene.main.Important, 0).DeNaN()
                            : NormalMapScanner.GetColor(Scene.main.camera.CreateRay(
                                                            (width - w + Random.Get()) * recip_width,
                                                            (height - h + Random.Get()) * recip_height, h * width + w), Scene.main.world);
                        SetPixel(w, h, color);
                    }
                }

                scaned[config.ID]--;
                if (scaned[config.ID] == 0)
                {
                    FinishedChunks++;
                    if (config.ID == divide_h * divide_h - 1)
                    {
                        FirstRound = true;
                    }
                    SetPixelPriview(config, Color32.Transparent);
                    chunk_end?.Invoke(FinishedChunks);
                    aliveBlocks.Remove(config.point);
                    if (FinishedChunks == divide_w * divide_h)
                    {
                        MessageBox.Show("渲染完成", "渲染器");
                    }
                    else if (FirstRound)
                    {
                        var h = aliveBlocks[0].y;
                        var w = aliveBlocks[0].x;
                        ThreadPool.QueueUserWorkItem(Scanner,
                                                     new ScannerConfig(w * block_size, h * block_size, h * divide_w + w, aliveBlocks[0]));
                    }
                }
            }
        }
コード例 #5
0
ファイル: Camera.cs プロジェクト: Asixa/ImageCreateFromZero
        public Ray CreateRay(float x, float y, int id)
        {
            if (radius == 0f)
            {
                return(new Ray(position, low_left_corner + x * horizontal + y * vertical - position, time0 + Random.Get() * (time1 - time0), id));
            }
            var rd     = radius * GetRandomPointInUnitDisk();
            var offset = rd.x * u + rd.y * v;

            return(new Ray(position + offset, low_left_corner + x * horizontal + y * vertical - position - offset, time0 + Random.Get() * (time1 - time0), id));
        }
コード例 #6
0
ファイル: Camera.cs プロジェクト: Asixa/ImageCreateFromZero
        private static Vector3 GetRandomPointInUnitDisk()
        {
            var p = 2f * new Vector3(Random.Get(), Random.Get(), 0) - new Vector3(1, 1, 0);

            return(p.Normalized() * Random.Get());
        }
コード例 #7
0
 public static LightSource GetRandom() => lights[(int)(Random.Get() * (lights.Count - 0.1f))];