public Color GetRadiance(ShadingState state) { Vector3 n = state.getNormal(); float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n)); return(BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f)); }
public void prepareShadingState(ShadingState state) { state.init(); Instance i = state.getInstance(); state.getRay().getPoint(state.getPoint()); Ray r = state.getRay(); IShader s = i.getShader(0); state.setShader(s != null ? s : this); int primID = state.getPrimitiveID(); int hair = primID / numSegments; int line = primID % numSegments; int vRoot = hair * 3 * (numSegments + 1); int v0 = vRoot + line * 3; // tangent vector Vector3 v = getTangent(line, v0, state.getV()); v = state.transformVectorObjectToWorld(v); state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz))); state.getBasis().swapVW(); // normal state.getNormal().set(0, 0, 1); state.getBasis().transform(state.getNormal()); state.getGeoNormal().set(state.getNormal()); state.getUV().set(0, (line + state.getV()) / numSegments); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Point3 localPoint = state.transformWorldToObject(state.getPoint()); localPoint.x -= particles[3 * state.getPrimitiveID() + 0]; localPoint.y -= particles[3 * state.getPrimitiveID() + 1]; localPoint.z -= particles[3 * state.getPrimitiveID() + 2]; state.getNormal().set(localPoint.x, localPoint.y, localPoint.z); state.getNormal().normalize(); state.setShader(state.getInstance().getShader(0)); state.setModifier(state.getInstance().getModifier(0)); // into object space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public Color GetRadiance(ShadingState state) { int side = state.getPrimitiveID(); Color kd = null; switch (side) { case 0: kd = left; break; case 1: kd = right; break; case 3: kd = back; break; case 4: kd = bottom; break; case 5: float lx = state.getPoint().x; float ly = state.getPoint().y; if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0) { return(state.includeLights ? radiance : Color.BLACK); } kd = top; break; default: Debug.Assert(false); break; } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return(state.diffuse(kd)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Vector3 normal; switch (state.getPrimitiveID()) { case 0: normal = new Vector3(-1, 0, 0); break; case 1: normal = new Vector3(1, 0, 0); break; case 2: normal = new Vector3(0, -1, 0); break; case 3: normal = new Vector3(0, 1, 0); break; case 4: normal = new Vector3(0, 0, -1); break; case 5: normal = new Vector3(0, 0, 1); break; default: normal = new Vector3(0, 0, 0); break; } state.getNormal().set(state.transformNormalObjectToWorld(normal)); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); int n = state.getPrimitiveID(); /* * * * switch (n) * { * case 0: * state.getNormal().set(new Vector3(1, 0, 0)); * break; * case 1: * state.getNormal().set(new Vector3(-1, 0, 0)); * break; * case 2: * state.getNormal().set(new Vector3(0, 1, 0)); * break; * case 3: * state.getNormal().set(new Vector3(0, -1, 0)); * break; * case 4: * state.getNormal().set(new Vector3(0, 0, 1)); * break; * case 5: * state.getNormal().set(new Vector3(0, 0, -1)); * break; * default: * state.getNormal().set(new Vector3(0, 0, 0)); * break; * } * */ state.getNormal().set(normalVectors[n]); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(state.getInstance().getShader(0)); state.setModifier(state.getInstance().getModifier(0)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); int n = state.getPrimitiveID(); switch (n) { case 0: state.getNormal().set(new Vector3(1, 0, 0)); break; case 1: state.getNormal().set(new Vector3(-1, 0, 0)); break; case 2: state.getNormal().set(new Vector3(0, 1, 0)); break; case 3: state.getNormal().set(new Vector3(0, -1, 0)); break; case 4: state.getNormal().set(new Vector3(0, 0, 1)); break; case 5: state.getNormal().set(new Vector3(0, 0, -1)); break; default: state.getNormal().set(new Vector3(0, 0, 0)); break; } state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.setShader(state.getInstance().getShader(0)); state.setModifier(state.getInstance().getModifier(0)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); float u = state.getU(); float v = state.getV(); float[] bu = bernstein(u); float[] bdu = bernsteinDeriv(u); float[] bv = bernstein(v); float[] bdv = bernsteinDeriv(v); getPatchPoint(u, v, patches[state.getPrimitiveID()], bu, bv, bdu, bdv, new Point3(), state.getNormal()); state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.getUV().set(u, v); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // FIXME: use actual derivatives to create basis state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void prepareShadingState(ShadingState state) { state.init(); Instance parent = state.getInstance(); int primID = state.getPrimitiveID(); float u = state.getU(); float v = state.getV(); float w = 1 - u - v; // state.getRay().getPoint(state.getPoint()); int tri = 3 * primID; int index0 = triangleMesh.triangles[tri + 0]; int index1 = triangleMesh.triangles[tri + 1]; int index2 = triangleMesh.triangles[tri + 2]; Point3 v0p = triangleMesh.getPoint(index0); Point3 v1p = triangleMesh.getPoint(index1); Point3 v2p = triangleMesh.getPoint(index2); // get object space point from barycentric coordinates state.getPoint().x = w * v0p.x + u * v1p.x + v * v2p.x; state.getPoint().y = w * v0p.y + u * v1p.y + v * v2p.y; state.getPoint().z = w * v0p.z + u * v1p.z + v * v2p.z; // move into world space state.getPoint().set(state.transformObjectToWorld(state.getPoint())); Vector3 ng = Point3.normal(v0p, v1p, v2p); if (parent != null) { ng = state.transformNormalObjectToWorld(ng); } ng.normalize(); state.getGeoNormal().set(ng); switch (triangleMesh.normals.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getNormal().set(ng); break; } case ParameterList.InterpolationType.VERTEX: { int i30 = 3 * index0; int i31 = 3 * index1; int i32 = 3 * index2; float[] normals = triangleMesh.normals.data; state.getNormal().x = w * normals[i30 + 0] + u * normals[i31 + 0] + v * normals[i32 + 0]; state.getNormal().y = w * normals[i30 + 1] + u * normals[i31 + 1] + v * normals[i32 + 1]; state.getNormal().z = w * normals[i30 + 2] + u * normals[i31 + 2] + v * normals[i32 + 2]; if (parent != null) { state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); } state.getNormal().normalize(); break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = 3 * tri; float[] normals = triangleMesh.normals.data; state.getNormal().x = w * normals[idx + 0] + u * normals[idx + 3] + v * normals[idx + 6]; state.getNormal().y = w * normals[idx + 1] + u * normals[idx + 4] + v * normals[idx + 7]; state.getNormal().z = w * normals[idx + 2] + u * normals[idx + 5] + v * normals[idx + 8]; if (parent != null) { state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); } state.getNormal().normalize(); break; } } float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0; switch (triangleMesh.uvs.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getUV().x = 0; state.getUV().y = 0; break; } case ParameterList.InterpolationType.VERTEX: { int i20 = 2 * index0; int i21 = 2 * index1; int i22 = 2 * index2; float[] uvs = triangleMesh.uvs.data; uv00 = uvs[i20 + 0]; uv01 = uvs[i20 + 1]; uv10 = uvs[i21 + 0]; uv11 = uvs[i21 + 1]; uv20 = uvs[i22 + 0]; uv21 = uvs[i22 + 1]; break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = tri << 1; float[] uvs = triangleMesh.uvs.data; uv00 = uvs[idx + 0]; uv01 = uvs[idx + 1]; uv10 = uvs[idx + 2]; uv11 = uvs[idx + 3]; uv20 = uvs[idx + 4]; uv21 = uvs[idx + 5]; break; } } if (triangleMesh.uvs.interp != ParameterList.InterpolationType.NONE) { // get exact uv coords and compute tangent vectors state.getUV().x = w * uv00 + u * uv10 + v * uv20; state.getUV().y = w * uv01 + u * uv11 + v * uv21; float du1 = uv00 - uv20; float du2 = uv10 - uv20; float dv1 = uv01 - uv21; float dv2 = uv11 - uv21; Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3()); float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) { // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } else { float invdet = 1 / determinant; // Vector3 dpdu = new Vector3(); // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet; // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet; // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet; Vector3 dpdv = new Vector3(); dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet; dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet; dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet; if (parent != null) { dpdv = state.transformVectorObjectToWorld(dpdv); } // create basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv)); } } else { state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } int shaderIndex = triangleMesh.faceShaders == null ? 0 : (triangleMesh.faceShaders[primID] & 0xFF); state.setShader(parent.getShader(shaderIndex)); }
public void prepareShadingState(ShadingState state) { state.init(); Instance parent = state.getInstance(); int primID = state.getPrimitiveID(); float u = state.getU(); float v = state.getV(); state.getRay().getPoint(state.getPoint()); int quad = 4 * primID; int index0 = quads[quad + 0]; int index1 = quads[quad + 1]; int index2 = quads[quad + 2]; int index3 = quads[quad + 3]; Point3 v0p = getPoint(index0); Point3 v1p = getPoint(index1); Point3 v2p = getPoint(index2); Point3 v3p = getPoint(index3); float tanux = (1 - v) * (v1p.x - v0p.x) + v * (v2p.x - v3p.x); float tanuy = (1 - v) * (v1p.y - v0p.y) + v * (v2p.y - v3p.y); float tanuz = (1 - v) * (v1p.z - v0p.z) + v * (v2p.z - v3p.z); float tanvx = (1 - u) * (v3p.x - v0p.x) + u * (v2p.x - v1p.x); float tanvy = (1 - u) * (v3p.y - v0p.y) + u * (v2p.y - v1p.y); float tanvz = (1 - u) * (v3p.z - v0p.z) + u * (v2p.z - v1p.z); float nx = tanuy * tanvz - tanuz * tanvy; float ny = tanuz * tanvx - tanux * tanvz; float nz = tanux * tanvy - tanuy * tanvx; Vector3 ng = new Vector3(nx, ny, nz); ng = state.transformNormalObjectToWorld(ng); ng.normalize(); state.getGeoNormal().set(ng); float k00 = (1 - u) * (1 - v); float k10 = u * (1 - v); float k01 = (1 - u) * v; float k11 = u * v; switch (normals.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getNormal().set(ng); break; } case ParameterList.InterpolationType.VERTEX: { int i30 = 3 * index0; int i31 = 3 * index1; int i32 = 3 * index2; int i33 = 3 * index3; float[] normals1 = this.normals.data; state.getNormal().x = k00 * normals1[i30 + 0] + k10 * normals1[i31 + 0] + k11 * normals1[i32 + 0] + k01 * normals1[i33 + 0]; state.getNormal().y = k00 * normals1[i30 + 1] + k10 * normals1[i31 + 1] + k11 * normals1[i32 + 1] + k01 * normals1[i33 + 1]; state.getNormal().z = k00 * normals1[i30 + 2] + k10 * normals1[i31 + 2] + k11 * normals1[i32 + 2] + k01 * normals1[i33 + 2]; state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = 3 * quad; float[] normals1 = this.normals.data; state.getNormal().x = k00 * normals1[idx + 0] + k10 * normals1[idx + 3] + k11 * normals1[idx + 6] + k01 * normals1[idx + 9]; state.getNormal().y = k00 * normals1[idx + 1] + k10 * normals1[idx + 4] + k11 * normals1[idx + 7] + k01 * normals1[idx + 10]; state.getNormal().z = k00 * normals1[idx + 2] + k10 * normals1[idx + 5] + k11 * normals1[idx + 8] + k01 * normals1[idx + 11]; state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } } float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0, uv30 = 0, uv31 = 0; switch (uvs.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getUV().x = 0; state.getUV().y = 0; break; } case ParameterList.InterpolationType.VERTEX: { int i20 = 2 * index0; int i21 = 2 * index1; int i22 = 2 * index2; int i23 = 2 * index3; float[] uvs1 = this.uvs.data; uv00 = uvs1[i20 + 0]; uv01 = uvs1[i20 + 1]; uv10 = uvs1[i21 + 0]; uv11 = uvs1[i21 + 1]; uv20 = uvs1[i22 + 0]; uv21 = uvs1[i22 + 1]; uv20 = uvs1[i23 + 0]; uv21 = uvs1[i23 + 1]; break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = quad << 1; float[] uvs1 = this.uvs.data; uv00 = uvs1[idx + 0]; uv01 = uvs1[idx + 1]; uv10 = uvs1[idx + 2]; uv11 = uvs1[idx + 3]; uv20 = uvs1[idx + 4]; uv21 = uvs1[idx + 5]; uv30 = uvs1[idx + 6]; uv31 = uvs1[idx + 7]; break; } } if (uvs.interp != ParameterList.InterpolationType.NONE) { // get exact uv coords and compute tangent vectors state.getUV().x = k00 * uv00 + k10 * uv10 + k11 * uv20 + k01 * uv30; state.getUV().y = k00 * uv01 + k10 * uv11 + k11 * uv21 + k01 * uv31; float du1 = uv00 - uv20; float du2 = uv10 - uv20; float dv1 = uv01 - uv21; float dv2 = uv11 - uv21; Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3()); float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) { // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } else { float invdet = 1 / determinant; // Vector3 dpdu = new Vector3(); // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet; // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet; // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet; Vector3 dpdv = new Vector3(); dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet; dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet; dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet; dpdv = state.transformVectorObjectToWorld(dpdv); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv)); } } else { state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF); state.setShader(parent.getShader(shaderIndex)); state.setModifier(parent.getModifier(shaderIndex)); }
public void prepareShadingState(ShadingState state) { state.init(); Instance parent = state.getInstance(); int primID = state.getPrimitiveID(); float u = state.getU(); float v = state.getV(); state.getRay().getPoint(state.getPoint()); int quad = 4 * primID; int index0 = quads[quad + 0]; int index1 = quads[quad + 1]; int index2 = quads[quad + 2]; int index3 = quads[quad + 3]; Point3 v0p = getPoint(index0); Point3 v1p = getPoint(index1); Point3 v2p = getPoint(index2); Point3 v3p = getPoint(index3); float tanux = (1 - v) * (v1p.x - v0p.x) + v * (v2p.x - v3p.x); float tanuy = (1 - v) * (v1p.y - v0p.y) + v * (v2p.y - v3p.y); float tanuz = (1 - v) * (v1p.z - v0p.z) + v * (v2p.z - v3p.z); float tanvx = (1 - u) * (v3p.x - v0p.x) + u * (v2p.x - v1p.x); float tanvy = (1 - u) * (v3p.y - v0p.y) + u * (v2p.y - v1p.y); float tanvz = (1 - u) * (v3p.z - v0p.z) + u * (v2p.z - v1p.z); float nx = tanuy * tanvz - tanuz * tanvy; float ny = tanuz * tanvx - tanux * tanvz; float nz = tanux * tanvy - tanuy * tanvx; Vector3 ng = new Vector3(nx, ny, nz); ng = state.transformNormalObjectToWorld(ng); ng.normalize(); state.getGeoNormal().set(ng); float k00 = (1 - u) * (1 - v); float k10 = u * (1 - v); float k01 = (1 - u) * v; float k11 = u * v; switch (normals.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getNormal().set(ng); break; } case ParameterList.InterpolationType.VERTEX: { int i30 = 3 * index0; int i31 = 3 * index1; int i32 = 3 * index2; int i33 = 3 * index3; float[] normals1 = this.normals.data; state.getNormal().x = k00 * normals1[i30 + 0] + k10 * normals1[i31 + 0] + k11 * normals1[i32 + 0] + k01 * normals1[i33 + 0]; state.getNormal().y = k00 * normals1[i30 + 1] + k10 * normals1[i31 + 1] + k11 * normals1[i32 + 1] + k01 * normals1[i33 + 1]; state.getNormal().z = k00 * normals1[i30 + 2] + k10 * normals1[i31 + 2] + k11 * normals1[i32 + 2] + k01 * normals1[i33 + 2]; state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = 3 * quad; float[] normals1 = this.normals.data; state.getNormal().x = k00 * normals1[idx + 0] + k10 * normals1[idx + 3] + k11 * normals1[idx + 6] + k01 * normals1[idx + 9]; state.getNormal().y = k00 * normals1[idx + 1] + k10 * normals1[idx + 4] + k11 * normals1[idx + 7] + k01 * normals1[idx + 10]; state.getNormal().z = k00 * normals1[idx + 2] + k10 * normals1[idx + 5] + k11 * normals1[idx + 8] + k01 * normals1[idx + 11]; state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } } float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0, uv30 = 0, uv31 = 0; switch (uvs.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getUV().x = 0; state.getUV().y = 0; break; } case ParameterList.InterpolationType.VERTEX: { int i20 = 2 * index0; int i21 = 2 * index1; int i22 = 2 * index2; int i23 = 2 * index3; float[] uvs1 = this.uvs.data; uv00 = uvs1[i20 + 0]; uv01 = uvs1[i20 + 1]; uv10 = uvs1[i21 + 0]; uv11 = uvs1[i21 + 1]; uv20 = uvs1[i22 + 0]; uv21 = uvs1[i22 + 1]; uv20 = uvs1[i23 + 0]; uv21 = uvs1[i23 + 1]; break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = quad << 1; float[] uvs1 = this.uvs.data; uv00 = uvs1[idx + 0]; uv01 = uvs1[idx + 1]; uv10 = uvs1[idx + 2]; uv11 = uvs1[idx + 3]; uv20 = uvs1[idx + 4]; uv21 = uvs1[idx + 5]; uv30 = uvs1[idx + 6]; uv31 = uvs1[idx + 7]; break; } } if (uvs.interp != ParameterList.InterpolationType.NONE) { // get exact uv coords and compute tangent vectors state.getUV().x = k00 * uv00 + k10 * uv10 + k11 * uv20 + k01 * uv30; state.getUV().y = k00 * uv01 + k10 * uv11 + k11 * uv21 + k01 * uv31; float du1 = uv00 - uv20; float du2 = uv10 - uv20; float dv1 = uv01 - uv21; float dv2 = uv11 - uv21; Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3()); float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) { // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } else { float invdet = 1 / determinant; // Vector3 dpdu = new Vector3(); // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet; // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet; // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet; Vector3 dpdv = new Vector3(); dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet; dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet; dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet; dpdv = state.transformVectorObjectToWorld(dpdv); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv)); } } else state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF); state.setShader(parent.getShader(shaderIndex)); state.setModifier(parent.getModifier(shaderIndex)); }
public void prepareShadingState(ShadingState state) { state.init(); Instance i = state.getInstance(); state.getRay().getPoint(state.getPoint()); Ray r = state.getRay(); IShader s = i.getShader(0); state.setShader(s != null ? s : this); int primID = state.getPrimitiveID(); int hair = primID / numSegments; int line = primID % numSegments; int vRoot = hair * 3 * (numSegments + 1); int v0 = vRoot + line * 3; // tangent vector Vector3 v = getTangent(line, v0, state.getV()); v = i.transformVectorObjectToWorld(v); state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz))); state.getBasis().swapVW(); // normal state.getNormal().set(0, 0, 1); state.getBasis().transform(state.getNormal()); state.getGeoNormal().set(state.getNormal()); state.getUV().set(0, (line + state.getV()) / numSegments); }
public void prepareShadingState(ShadingState state) { state.init(); Instance parent = state.getInstance(); int primID = state.getPrimitiveID(); float u = state.getU(); float v = state.getV(); float w = 1 - u - v; // state.getRay().getPoint(state.getPoint()); int tri = 3 * primID; int index0 = triangleMesh.triangles[tri + 0]; int index1 = triangleMesh.triangles[tri + 1]; int index2 = triangleMesh.triangles[tri + 2]; Point3 v0p = triangleMesh.getPoint(index0); Point3 v1p = triangleMesh.getPoint(index1); Point3 v2p = triangleMesh.getPoint(index2); // get object space point from barycentric coordinates state.getPoint().x = w * v0p.x + u * v1p.x + v * v2p.x; state.getPoint().y = w * v0p.y + u * v1p.y + v * v2p.y; state.getPoint().z = w * v0p.z + u * v1p.z + v * v2p.z; // move into world space state.getPoint().set(parent.transformObjectToWorld(state.getPoint())); Vector3 ng = Point3.normal(v0p, v1p, v2p); if (parent != null) ng = parent.transformNormalObjectToWorld(ng); ng.normalize(); state.getGeoNormal().set(ng); switch (triangleMesh.normals.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getNormal().set(ng); break; } case ParameterList.InterpolationType.VERTEX: { int i30 = 3 * index0; int i31 = 3 * index1; int i32 = 3 * index2; float[] normals = triangleMesh.normals.data; state.getNormal().x = w * normals[i30 + 0] + u * normals[i31 + 0] + v * normals[i32 + 0]; state.getNormal().y = w * normals[i30 + 1] + u * normals[i31 + 1] + v * normals[i32 + 1]; state.getNormal().z = w * normals[i30 + 2] + u * normals[i31 + 2] + v * normals[i32 + 2]; if (parent != null) state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = 3 * tri; float[] normals = triangleMesh.normals.data; state.getNormal().x = w * normals[idx + 0] + u * normals[idx + 3] + v * normals[idx + 6]; state.getNormal().y = w * normals[idx + 1] + u * normals[idx + 4] + v * normals[idx + 7]; state.getNormal().z = w * normals[idx + 2] + u * normals[idx + 5] + v * normals[idx + 8]; if (parent != null) state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } } float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0; switch (triangleMesh.uvs.interp) { case ParameterList.InterpolationType.NONE: case ParameterList.InterpolationType.FACE: { state.getUV().x = 0; state.getUV().y = 0; break; } case ParameterList.InterpolationType.VERTEX: { int i20 = 2 * index0; int i21 = 2 * index1; int i22 = 2 * index2; float[] uvs = triangleMesh.uvs.data; uv00 = uvs[i20 + 0]; uv01 = uvs[i20 + 1]; uv10 = uvs[i21 + 0]; uv11 = uvs[i21 + 1]; uv20 = uvs[i22 + 0]; uv21 = uvs[i22 + 1]; break; } case ParameterList.InterpolationType.FACEVARYING: { int idx = tri << 1; float[] uvs = triangleMesh.uvs.data; uv00 = uvs[idx + 0]; uv01 = uvs[idx + 1]; uv10 = uvs[idx + 2]; uv11 = uvs[idx + 3]; uv20 = uvs[idx + 4]; uv21 = uvs[idx + 5]; break; } } if (triangleMesh.uvs.interp != ParameterList.InterpolationType.NONE) { // get exact uv coords and compute tangent vectors state.getUV().x = w * uv00 + u * uv10 + v * uv20; state.getUV().y = w * uv01 + u * uv11 + v * uv21; float du1 = uv00 - uv20; float du2 = uv10 - uv20; float dv1 = uv01 - uv21; float dv2 = uv11 - uv21; Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3()); float determinant = du1 * dv2 - dv1 * du2; if (determinant == 0.0f) { // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); } else { float invdet = 1 / determinant; // Vector3 dpdu = new Vector3(); // dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet; // dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet; // dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet; Vector3 dpdv = new Vector3(); dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet; dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet; dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet; if (parent != null) dpdv = parent.transformVectorObjectToWorld(dpdv); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv)); } } else state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); int shaderIndex = triangleMesh.faceShaders == null ? 0 : (triangleMesh.faceShaders[primID] & 0xFF); state.setShader(parent.getShader(shaderIndex)); }
public Color getRadiance(ShadingState state) { Vector3 n = state.getNormal(); float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n)); return BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f); }
public Color GetRadiance(ShadingState state) { int side = state.getPrimitiveID(); Color kd = null; switch (side) { case 0: kd = left; break; case 1: kd = right; break; case 3: kd = back; break; case 4: kd = bottom; break; case 5: float lx = state.getPoint().x; float ly = state.getPoint().y; if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0) return state.includeLights ? radiance : Color.BLACK; kd = top; break; default: Debug.Assert(false); break; } // make sure we are on the right side of the material state.faceforward(); // setup lighting state.initLightSamples(); state.initCausticSamples(); return state.diffuse(kd); }
public void ScatterPhoton(ShadingState state, Color power) { int side = state.getPrimitiveID(); Color kd = null; switch (side) { case 0: kd = left; break; case 1: kd = right; break; case 3: kd = back; break; case 4: kd = bottom; break; case 5: float lx = state.getPoint().x; float ly = state.getPoint().y; if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0) return; kd = top; break; default: Debug.Assert(false); break; } // make sure we are on the right side of the material if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0) { state.getNormal().negate(); state.getGeoNormal().negate(); } state.storePhoton(state.getRay().getDirection(), power, kd); double avg = kd.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < avg) { // photon is scattered power.mul(kd).mul(1 / (float)avg); OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal()); double u = 2 * Math.PI * rnd / avg; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } }
public void ScatterPhoton(ShadingState state, Color power) { int side = state.getPrimitiveID(); Color kd = null; switch (side) { case 0: kd = left; break; case 1: kd = right; break; case 3: kd = back; break; case 4: kd = bottom; break; case 5: float lx = state.getPoint().x; float ly = state.getPoint().y; if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0) { return; } kd = top; break; default: Debug.Assert(false); break; } // make sure we are on the right side of the material if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0) { state.getNormal().negate(); state.getGeoNormal().negate(); } state.storePhoton(state.getRay().getDirection(), power, kd); double avg = kd.getAverage(); double rnd = state.getRandom(0, 0, 1); if (rnd < avg) { // photon is scattered power.mul(kd).mul(1 / (float)avg); OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal()); double u = 2 * Math.PI * rnd / avg; double v = state.getRandom(0, 1, 1); float s = (float)Math.Sqrt(v); float s1 = (float)Math.Sqrt(1.0 - v); Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1); w = onb.transform(w, new Vector3()); state.traceDiffusePhoton(new Ray(state.getPoint(), w), power); } }