コード例 #1
0
ファイル: Triangle.cs プロジェクト: KAW0/Alter-Native
        public override void trace(Ray r)
        {
            double v = r.dir * norm;
            if (r.is_outside && v > 0 || !r.is_outside && v < 0)
                return;

            double dist = ((p0 - r.pos) * norm) / v;
            if (dist > 0 && dist < r.hit_dist)
            {
                vect3d hit_pos = r.pos + r.dir * dist;
                
            	// find barycentric coordinates;
            	double b0 = ((p1 - hit_pos) % (p2 - hit_pos)) * N;
            	double b1 = ((p2 - hit_pos) % (p0 - hit_pos)) * N;
            	double b2 = 1 - b0 - b1;

                if (b0 >= 0 && b1 >= 0 && b2 >= 0)
                {
                    r.hit_dist = dist;
                    r.hit_pos = hit_pos;
                    r.hit_tex_coord = t0 * b0 + t1 * b1 + t2 * b2;
                    r.hit_norm = n0 * b0 + n1 * b1 + n2 * b2;
                    r.hit_norm.normalize();
                    r.hit_object = this;
                }
            }
        }
コード例 #2
0
ファイル: Sphere.cs プロジェクト: KAW0/Alter-Native
        public override void trace(Ray r)
        {
            vect3d dst = r.pos - this.pos;
            double B = dst * r.dir;
            double C = dst.length2() - this.radius2;
            double D = B * B - C;
            if (D > 0)
            {
                double dist;
                double flip_norm = 1;
                if (r.is_outside)
                    dist = -B - Math.Sqrt(D);
                else
                {
                    dist = -B + Math.Sqrt(D);
                    flip_norm = -1;
                }

                if (dist > 0 && dist < r.hit_dist)
                {
                    r.hit_dist = dist;
                    r.hit_pos = r.pos + r.dir*dist;
                    r.hit_norm = (r.hit_pos - this.pos) * flip_norm;
                    r.hit_norm.normalize();
                    r.hit_tex_coord = r.hit_norm;
                    r.hit_object = this;
                }
            }
        }
コード例 #3
0
ファイル: SimpleShader.cs プロジェクト: KAW0/Alter-Native
        public override void colorize(Ray r)
        {
            vect3d diff_accum = new vect3d(0, 0, 0);
            vect3d spec_accum = new vect3d(0, 0, 0);

            lightDirectPointSpecNoShadow(r, specular_coeff, ref diff_accum, ref spec_accum);

            r.color = diff_accum.times(diffuse_color) + spec_accum.times(specular_color);
        }
コード例 #4
0
ファイル: TextureShader.cs プロジェクト: KAW0/Alter-Native
        public override void colorize(Ray r)
        {
            vect3d diff_accum = new vect3d(0, 0, 0);
            vect3d spec_accum = new vect3d(0, 0, 0);

            lightDirectPointSpec(r, specular_coeff, ref diff_accum, ref spec_accum);

            vect3d diffuse_color = tex.sample(r.hit_tex_coord);

            r.color = diff_accum.times(diffuse_color) + spec_accum.times(specular_color);
        }
コード例 #5
0
        public override void colorize(Ray r)
        {
            vect3d diff_accum = new vect3d(0, 0, 0);
            vect3d spec_accum = new vect3d(0, 0, 0);

            lightDirectPointSpec(r, specular_coeff, ref diff_accum, ref spec_accum);

            // calculate the polar coordinates
            vect3d sp;
            sp.x = -Math.Atan2(r.hit_tex_coord.z, r.hit_tex_coord.x) / (2 * Math.PI);
            sp.y = -Math.Atan2(Math.Sqrt(r.hit_tex_coord.x * r.hit_tex_coord.x + r.hit_tex_coord.z * r.hit_tex_coord.z), r.hit_tex_coord.y) / (Math.PI);
            sp.z = 0;

            vect3d diffuse_color = tex.sample(sp);

            r.color = diff_accum.times(diffuse_color) + spec_accum.times(specular_color);
        }
コード例 #6
0
ファイル: Plane.cs プロジェクト: KAW0/Alter-Native
        public override void trace(Ray r)
        {
            double v = r.dir * z;
            if (r.is_outside && v > 0 || !r.is_outside && v < 0)
                return;

            double dist = ((pos - r.pos) * z) / v;
            if (dist > 0 && dist < r.hit_dist)
            {
                r.hit_dist = dist;
                r.hit_pos = r.pos + r.dir * dist;
                vect3d rp = r.hit_pos - pos;
                r.hit_tex_coord = new vect3d(x * rp, y * rp, 0);
                r.hit_norm = z;
                r.hit_object = this;
            }
        }
コード例 #7
0
ファイル: Quadric.cs プロジェクト: KAW0/Alter-Native
        public override void trace(Ray r)
        {
            vect3d o = r.pos, d = r.dir;
            double t = Double.MaxValue;

            double Aq = A * d.x * d.x + D * d.x * d.y + B * d.y * d.y + C * d.z * d.z + d.x * d.z * E + d.y * d.z * F;
            double Bq = d.x * G + d.y * H + d.z * I + 2 * A * d.x * o.x + D * d.y * o.x + d.z * E * o.x + D * d.x * o.y + 2 * B * d.y * o.y + d.z * F * o.y + 2 * C * d.z * o.z + d.x * E * o.z + d.y * F * o.z;
            double Cq = J + G * o.x + A * o.x * o.x + H * o.y + D * o.x * o.y + B * o.y * o.y + I * o.z + E * o.x * o.z + F * o.y * o.z + C * o.z * o.z;

            if (Aq == 0)
            {
                if (Bq != 0)
                    t = -Cq / Bq;
            }
            else
            {
                double Dq = Bq * Bq - 4 * Aq * Cq;
                if (Dq > 0)
                {
                    if (r.is_outside)
                        t = (-Bq - Math.Sqrt(Dq)) / (2 * Aq);
                    else
                        t = (-Bq + Math.Sqrt(Dq)) / (2 * Aq);
                }
            }

            if (t > 0 && t < r.hit_dist)
            {
                r.hit_dist = t;
                r.hit_object = this;
                
                vect3d p = r.pos + r.dir * t;
                r.hit_pos = p;
                r.hit_tex_coord = p;

                r.hit_norm = new vect3d(
                    2 * A * p.x + D * p.y + E * p.z + G, 
                    2 * B * p.y + D * p.x + F * p.z + H, 
                    2 * C * p.z + E * p.x + F * p.y + I);
                r.hit_norm.normalize();

                if (r.dir * r.hit_norm > 0)
                    r.hit_norm *= -1;
            }
        }
コード例 #8
0
ファイル: Shader.cs プロジェクト: KAW0/Alter-Native
        protected void lightDirectPointSpecNoShadow(Ray r, double specular_coeff, ref vect3d diff_accum, ref vect3d spec_accum)
        {
            Ray shadow_ray = new Ray();
            shadow_ray.pos = r.hit_pos;

            foreach (var l in r.scene.lights)
            {
                vect3d dir = l.pos - r.hit_pos;
                double dist2 = 1.0 / dir.length2();
                dir *= Math.Sqrt(dist2);

                // diffuse
                double incidence_dif = (dir * r.hit_norm);
                if (incidence_dif > 0)
                    diff_accum += l.color * incidence_dif * dist2;

                // specular highlight
                vect3d dir_r = r.hit_norm * ((dir * r.hit_norm) * 2) - dir;
                double incidence_spec = (dir_r * r.hit_norm);
                if (incidence_spec > 0)
                    spec_accum += l.color * Math.Pow(incidence_spec, specular_coeff) * dist2;
            }
        }
コード例 #9
0
ファイル: Shader.cs プロジェクト: KAW0/Alter-Native
        protected void lightDirectPointSpec(Ray r, double specular_coeff, ref vect3d diff_accum, ref vect3d spec_accum)
        {
            Ray shadow_ray = new Ray();
            shadow_ray.pos = r.hit_pos;

            foreach (var l in r.scene.lights)
            {
                vect3d dir = l.pos - r.hit_pos;
                double dist2 = dir.length2();
                double dist2_inv = 1.0 / dist2;
                dir *= Math.Sqrt(dist2_inv);

                // calculate incidences to do early reject of shadow ray
                double incidence_dif = (dir * r.hit_norm);
                vect3d dir_r = r.hit_norm * ((dir * r.hit_norm) * 2) - dir;
                double incidence_spec = (dir_r * r.hit_norm);

                if (incidence_dif < 0 && incidence_spec < 0)
                    continue;

                // shadow ray test
                shadow_ray.dir = dir;
                shadow_ray.hit_dist = Double.MaxValue;
                r.scene.trace(shadow_ray);
                if (shadow_ray.hit_dist * shadow_ray.hit_dist < dist2)
                    continue;

                // diffuse
                if (incidence_dif > 0)
                    diff_accum += l.color * incidence_dif * dist2_inv;

                // specular highlight
                if (incidence_spec > 0)
                    spec_accum += l.color * Math.Pow(incidence_spec, specular_coeff) * dist2_inv;
            }
        }
コード例 #10
0
ファイル: Camera.cs プロジェクト: KAW0/Alter-Native
        public Bitmap create_image(Scene scene)
        {
            Bitmap bmp = new Bitmap(width, height);

            // get the orientation of the camera
            matrix4d rotmat = orient.getMatrix();
            vect3d rt = new vect3d(rotmat.m[0], rotmat.m[1], rotmat.m[2]);
            vect3d up = new vect3d(rotmat.m[4], rotmat.m[5], rotmat.m[6]);
            vect3d fwd = new vect3d(rotmat.m[8], rotmat.m[9], rotmat.m[10]);

            // convert the orientation to a 3D screen
            double aspect = (double)width / (double)height;
            double h = Math.Tan(fov_y * Math.PI / 360.0);
            up *= -h * 2;
            rt *= aspect * h * 2;
            fwd *= -1;

            // 2D screen conversions
            vect3d dx = rt / width;
            vect3d dy = up / height;
            vect3d corner = fwd - rt * .5 - up * .5;

            // expose each pixel
            Ray r = new Ray();
            r.scene = scene;

            double subsample_res = 1.0 / subsamples;

            for (int j = 0; j < bmp.Height; j++)
            {
                for (int i = 0; i < bmp.Width; i++)
                {
                    vect3d color = new vect3d(0, 0, 0);

                    for (int jj = 0; jj < subsamples; jj++)
                    {
                        for (int ii = 0; ii < subsamples; ii++)
                        {
                            // set ray properties
                            r.pos = this.pos;
                            r.hit_dist = Double.MaxValue;
                            r.color = new vect3d(0, 0, 0);
                            r.hit_object = null;
                            
                            r.dir = corner + dx * (i + (ii+.5/*Rand.rand.NextDouble()*/) * subsample_res) + dy * (j + (jj+.5/*Rand.rand.NextDouble()*/) * subsample_res);
                            r.dir.normalize();

                            // trace the ray
                            scene.trace(r);
                            if (r.hit_object != null)
                            {
                                r.hit_object.shader.colorize(r);
                                color += r.color;
                            }
                        }
                    }

                    color *= subsample_res * subsample_res;

                    // gamma correct the color
                    double brightness = color.length();
                    color /= Math.Sqrt(brightness);

                    // store the color
                    int red = clamp(color.x);
                    int green = clamp(color.y);
                    int blue = clamp(color.z);

                    bmp.SetPixel(i, j, Color.FromArgb(255, red, green, blue));
                }
            }

            return bmp;
        }
コード例 #11
0
ファイル: Shader.cs プロジェクト: KAW0/Alter-Native
 public virtual void colorize(Ray r)
 {
     r.color = new vect3d(1, 1, 1);
 }
コード例 #12
0
ファイル: Scene.cs プロジェクト: KAW0/Alter-Native
 public override void trace(Ray r)
 {
     occluder.trace(r);
 }
コード例 #13
0
ファイル: Group.cs プロジェクト: KAW0/Alter-Native
        public void trace(Ray r)
        {
            if (left != null)
            {
                int f_d, f_n;
                double d_l, d_r;
                bool h_l = Custom.Intersect.rayBoxIntersectDist(r.pos, r.dir, left.bounds, out d_l, out f_d, out f_n);
                bool h_r = Custom.Intersect.rayBoxIntersectDist(r.pos, r.dir, right.bounds, out d_r, out f_d, out f_n);

                if (h_l && h_r)
                {
                    if (d_l < d_r)
                    {
                        left.trace(r);
                        if (d_r < r.hit_dist)
                            right.trace(r);
                    }
                    else
                    {
                        right.trace(r);
                        if (d_l < r.hit_dist)
                            left.trace(r);
                    }
                }
                else if (h_l)
                    left.trace(r);
                else if (h_r)
                    right.trace(r);
            }
            else
            {
                foreach (var o in list)
                    o.trace(r);
            }
        }
コード例 #14
0
ファイル: Group.cs プロジェクト: KAW0/Alter-Native
 public override void trace(Ray r)
 {
     foreach (var o in list)
         o.trace(r);
 }
コード例 #15
0
ファイル: Group.cs プロジェクト: KAW0/Alter-Native
 public override void trace(Ray r)
 {
     int f_d, f_n;
     double d_l;
     bool h_l = Custom.Intersect.rayBoxIntersectDist(r.pos, r.dir, tree.bounds, out d_l, out f_d, out f_n);
     if (h_l && d_l >= 0)
         tree.trace(r);
 }
コード例 #16
0
ファイル: Occluder.cs プロジェクト: KAW0/Alter-Native
 public virtual void trace(Ray r)
 {
 }