コード例 #1
0
        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
        }
コード例 #2
0
        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!
                }
            }
        }