コード例 #1
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        // ( v -- v' )
        public override void Execute(Interpreter interp)
        {
            dynamic     v      = interp.StackPop();
            Vector4Item result = new Vector4Item(Vector4.Normalize(v.Vector4Value));

            interp.StackPush(result);
        }
コード例 #2
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        // ( Canvas color -- )
        public override void Execute(Interpreter interp)
        {
            Vector4Item color  = (Vector4Item)interp.StackPop();
            CanvasItem  canvas = (CanvasItem)interp.StackPop();

            canvas.ClearPixels(color.Vector4Value);
        }
コード例 #3
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 StackItem multiply(MatrixItem l, Vector4Item r)
 {
     return(new Vector4Item(
                Vector4.Dot(l.GetRow(0), r.Vector4Value),
                Vector4.Dot(l.GetRow(1), r.Vector4Value),
                Vector4.Dot(l.GetRow(2), r.Vector4Value),
                Vector4.Dot(l.GetRow(3), r.Vector4Value)));
 }
コード例 #4
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        // ( Canvas x y color -- )
        public override void Execute(Interpreter interp)
        {
            Vector4Item color  = (Vector4Item)interp.StackPop();
            dynamic     y      = interp.StackPop();
            dynamic     x      = interp.StackPop();
            CanvasItem  canvas = (CanvasItem)interp.StackPop();

            canvas.WritePixel(x.IntValue, y.IntValue, color.Vector4Value);
        }
コード例 #5
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        StackItem multiply(MatrixItem l, RayItem r)
        {
            Vector4Item origin    = new Vector4Item(r.Origin);
            Vector4Item direction = new Vector4Item(r.Direction);

            Vector4Item newOrigin    = (Vector4Item)multiply(l, origin);
            Vector4Item newDirection = (Vector4Item)multiply(l, direction);

            return(new RayItem(newOrigin.Vector4Value, newDirection.Vector4Value));
        }
コード例 #6
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        public bool ApproxEqual(dynamic rhs, double tolerance)
        {
            Vector4Item r      = (Vector4Item)rhs;
            Vector4     l_val  = this.Vector4Value;
            Vector4     r_val  = r.Vector4Value;
            bool        result = Math.Abs(l_val.X - r_val.X) < tolerance &&
                                 Math.Abs(l_val.Y - r_val.Y) < tolerance &&
                                 Math.Abs(l_val.Z - r_val.Z) < tolerance &&
                                 Math.Abs(l_val.W - r_val.W) < tolerance;

            return(result);
        }
コード例 #7
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        // ( v1 v2 -- v )
        public override void Execute(Interpreter interp)
        {
            dynamic     v2     = interp.StackPop();
            dynamic     v1     = interp.StackPop();
            Vector4     a      = v1.Vector4Value;
            Vector4     b      = v2.Vector4Value;
            Vector4Item result = new Vector4Item(
                a.Y * b.Z - a.Z * b.Y,
                a.Z * b.X - a.X * b.Z,
                a.X * b.Y - a.Y * b.X,
                0);

            interp.StackPush(result);
        }
コード例 #8
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ファイル: ShaderModule.cs プロジェクト: rjose/dotnet-projects
        void normal_at(Interpreter interp, SphereItem s, Vector4Item p)
        {
            // ( -- object_point )
            interp.StackPush(s);
            interp.Run("'transform' REC@ INVERSE");
            interp.StackPush(p);
            interp.Run("*");

            // ( object_point -- object_normal )
            interp.Run("0 0 0 Point -");

            // ( object_normal -- world_normal )
            interp.StackPush(s);
            interp.Run("'transform' REC@ INVERSE TRANSPOSE SWAP *  0 'W' <REC! NORMALIZE");
        }
コード例 #9
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ファイル: ShaderModule.cs プロジェクト: rjose/dotnet-projects
        // ( world point -- bool )
        public override void Execute(Interpreter interp)
        {
            Vector4Item point = (Vector4Item)interp.StackPop();
            WorldItem   world = (WorldItem)interp.StackPop();

            interp.StackPush(world.PointLight.GetValue("position"));
            interp.StackPush(point);
            interp.Run("- DUP MAGNITUDE SWAP NORMALIZE");
            dynamic direction = interp.StackPop();
            dynamic distance  = interp.StackPop();

            interp.StackPush(world);
            interp.StackPush(point);
            interp.StackPush(direction);
            interp.Run("Ray INTERSECT-WORLD HIT");
            dynamic h = interp.StackPop();

            interp.StackPush(get_result(h, distance));
        }
コード例 #10
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        ArrayItem intersections(Interpreter interp, SphereItem sphere, RayItem ray)
        {
            // Compute sphere_to_ray
            interp.StackPush(ray);
            interp.Run("'origin' REC@  0 0 0 Point -");
            Vector4Item sphere_to_ray = (Vector4Item)interp.StackPop();

            // Compute a
            interp.StackPush(ray);
            interp.Run("'direction' REC@ DUP DOT");
            DoubleItem a = (DoubleItem)interp.StackPop();

            // Compute b
            interp.StackPush(sphere_to_ray);
            interp.StackPush(ray);
            interp.Run("'direction' REC@ DOT 2 *");
            DoubleItem b = (DoubleItem)interp.StackPop();

            // Compute c
            interp.StackPush(sphere_to_ray);
            interp.Run("DUP DOT 1 -");
            DoubleItem c = (DoubleItem)interp.StackPop();

            float discriminant = b.FloatValue * b.FloatValue - 4.0f * a.FloatValue * c.FloatValue;

            ArrayItem result = new ArrayItem();

            if (discriminant < 0)
            {
                return(result);
            }
            else
            {
                double t1 = (-b.FloatValue - Math.Sqrt(discriminant)) / 2.0f / a.FloatValue;
                double t2 = (-b.FloatValue + Math.Sqrt(discriminant)) / 2.0f / a.FloatValue;
                result.Add(new IntersectionItem(t1, sphere));
                result.Add(new IntersectionItem(t2, sphere));
                return(result);
            }
        }
コード例 #11
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 StackItem divide(Vector4Item l, ScalarItem r)
 {
     return(new Vector4Item(Vector4.Divide(l.Vector4Value, r.FloatValue)));
 }
コード例 #12
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        public bool IsEqual(dynamic rhs)
        {
            Vector4Item r = (Vector4Item)rhs;

            return(this.Vector4Value == r.Vector4Value);
        }
コード例 #13
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ファイル: ShaderModule.cs プロジェクト: rjose/dotnet-projects
        // ( material light point eyev normalv in_shadow -- lighting )
        public override void Execute(Interpreter interp)
        {
            dynamic in_shadow = interp.StackPop();
            dynamic normalv   = interp.StackPop();
            dynamic eyev      = interp.StackPop();
            dynamic point     = interp.StackPop();
            dynamic light     = interp.StackPop();
            dynamic material  = interp.StackPop();

            // Effective color
            interp.StackPush(material);
            interp.StackPush(light);
            interp.Run("'intensity' REC@  SWAP 'color' REC@  *");
            dynamic effective_color = interp.StackPop();

            // lightv
            interp.StackPush(point);
            interp.StackPush(light);
            interp.Run("'position' REC@ SWAP  - NORMALIZE");
            dynamic lightv = interp.StackPop();

            // Ambient contribution
            interp.StackPush(effective_color);
            interp.StackPush(material);
            interp.Run("'ambient' REC@ *");
            dynamic ambient = interp.StackPop();

            // light_dot_normal
            interp.StackPush(lightv);
            interp.StackPush(normalv);
            interp.Run("DOT");
            dynamic light_dot_normal = interp.StackPop();

            // black
            interp.Run("0 0 0 Color");
            Vector4Item black = (Vector4Item)interp.StackPop();

            Vector4Item diffuse  = black;
            Vector4Item specular = black;

            if (light_dot_normal.FloatValue > 0)
            {
                // Compute diffuse
                interp.StackPush(effective_color);
                interp.StackPush(light_dot_normal);
                interp.StackPush(material);
                interp.Run("'diffuse' REC@ * *");
                diffuse = (Vector4Item)interp.StackPop();

                // reflect_dot_eye
                interp.StackPush(eyev);
                interp.StackPush(normalv);
                interp.StackPush(lightv);
                interp.Run("NEGATE SWAP REFLECT DOT");
                dynamic reflect_dot_eye = interp.StackPop();

                if (reflect_dot_eye.FloatValue <= 0)
                {
                    specular = black;
                }
                else
                {
                    // Compute specular contribution
                    interp.StackPush(reflect_dot_eye);
                    interp.StackPush(material);
                    interp.Run("'shininess' REC@ POW");  // factor
                    interp.StackPush(light);
                    interp.StackPush(material);
                    interp.Run("'specular' REC@  SWAP 'intensity' REC@ * *");
                    specular = (Vector4Item)interp.StackPop();
                }
            }

            // Compute result
            if (in_shadow.BoolValue)
            {
                interp.StackPush(ambient);
            }
            else
            {
                interp.StackPush(ambient);
                interp.StackPush(diffuse);
                interp.StackPush(specular);
                interp.Run("+ +");
            }
        }
コード例 #14
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 StackItem plus(Vector4Item l, Vector4Item r)
 {
     return(new Vector4Item(l.Vector4Value + r.Vector4Value));
 }
コード例 #15
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 StackItem minus(Vector4Item l, Vector4Item r)
 {
     return(new Vector4Item(l.Vector4Value - r.Vector4Value));
 }
コード例 #16
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 StackItem negate(Vector4Item item)
 {
     return(new Vector4Item(Vector4.Negate(item.Vector4Value)));
 }
コード例 #17
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 // Multiply options
 StackItem multiply(Vector4Item l, ScalarItem r)
 {
     return(new Vector4Item(Vector4.Multiply(r.FloatValue, l.Vector4Value)));
 }
コード例 #18
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 StackItem multiply(ScalarItem l, Vector4Item r)
 {
     return(multiply(r, l));
 }
コード例 #19
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 // Hadamard multiplication
 StackItem multiply(Vector4Item l, Vector4Item r)
 {
     return(new Vector4Item(l.X * r.X, l.Y * r.Y, l.Z * r.Z, l.W * r.W));
 }