public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 localPoint = parent.transformWorldToObject(state.getPoint()); state.getNormal().set(localPoint.x, localPoint.y, localPoint.z); state.getNormal().normalize(); float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x); if (phi < 0) phi += (float)(2 * Math.PI); float theta = (float)Math.Acos(state.getNormal().z); state.getUV().y = theta / (float)Math.PI; state.getUV().x = phi / (float)(2 * Math.PI); Vector3 v = new Vector3(); v.x = -2 * (float)Math.PI * state.getNormal().y; v.y = 2 * (float)Math.PI * state.getNormal().x; v.z = 0; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal()); v = parent.transformVectorObjectToWorld(v); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // compute basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 localPoint = state.transformWorldToObject(state.getPoint()); state.getNormal().set(localPoint.x, localPoint.y, 0); state.getNormal().normalize(); float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x); if (phi < 0) { phi += (float)(2.0 * Math.PI); } state.getUV().x = phi / (float)(2 * Math.PI); state.getUV().y = (localPoint.z + 1) * 0.5f; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); Vector3 v = state.transformVectorObjectToWorld(new Vector3(0, 0, 1)); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // compute basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); // get local point Point3 p = state.transformWorldToObject(state.getPoint()); // compute local normal float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2; state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z); state.getNormal().normalize(); double phi = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1)); double theta = Math.Atan2(p.y, p.x); if (theta < 0) { theta += 2 * Math.PI; } state.getUV().x = (float)(theta / (2 * Math.PI)); state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // make basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
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()); Instance parent = state.getInstance(); Vector3 worldNormal = state.transformNormalObjectToWorld(normal); state.getNormal().set(worldNormal); state.getGeoNormal().set(worldNormal); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); Point3 p = state.transformWorldToObject(state.getPoint()); float hu, hv; switch (k) { case 0: { hu = p.y; hv = p.z; break; } case 1: { hu = p.z; hv = p.x; break; } case 2: { hu = p.x; hv = p.y; break; } default: hu = hv = 0; break; } state.getUV().x = hu * bnu + hv * bnv + bnd; state.getUV().y = hu * cnu + hv * cnv + cnd; state.setBasis(OrthoNormalBasis.makeFromW(normal)); }
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()); 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()); Instance parent = state.getInstance(); Point3 n = state.transformWorldToObject(state.getPoint()); state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1)); state.getNormal().normalize(); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
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(); Point3 localPoint = state.transformWorldToObject(state.getPoint()); float cx = state.getU(); float cy = state.getV(); float cz = state.getW(); state.getNormal().set(localPoint.x - cx, localPoint.y - cy, localPoint.z - cz); state.getNormal().normalize(); float phi = (float)Math.Atan2(state.getNormal().y, state.getNormal().x); if (phi < 0) { phi += (float)(2.0 * Math.PI); } float theta = (float)Math.Acos(state.getNormal().z); state.getUV().y = theta / (float)Math.PI; state.getUV().x = phi / (float)(2 * Math.PI); Vector3 v = new Vector3(); v.x = -2 * (float)Math.PI * state.getNormal().y; v.y = 2 * (float)Math.PI * state.getNormal().x; v.z = 0; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal()); v = state.transformVectorObjectToWorld(v); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // compute basis in world space state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v)); }
public void modify(ShadingState state) { Point3 p = state.transformWorldToObject(state.getPoint()); p.x *= size; p.y *= size; p.z *= size; Vector3 normal = state.transformNormalWorldToObject(state.getNormal()); double f0 = f(p.x, p.y, p.z); double fx = f(p.x + .0001, p.y, p.z); double fy = f(p.x, p.y + .0001, p.z); double fz = f(p.x, p.y, p.z + .0001); normal.x -= scale * (float)((fx - f0) / .0001); normal.y -= scale * (float)((fy - f0) / .0001); normal.z -= scale * (float)((fz - f0) / .0001); normal.normalize(); state.getNormal().set(state.transformNormalObjectToWorld(normal)); state.getNormal().normalize(); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
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(); 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 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 modify(ShadingState state) { // apply bump state.getNormal().set(bumpTexture.getBump(state.getUV().x, state.getUV().y, state.getBasis(), scale)); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void modify(ShadingState state) { // apply normal map state.getNormal().set(normalMap.getNormal(state.getUV().x, state.getUV().y, state.getBasis())); 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(); 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(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 n = parent.transformWorldToObject(state.getPoint()); state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1)); state.getNormal().normalize(); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // create basis in world space state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); // compute local normal Point3 p = state.transformWorldToObject(state.getPoint()); float gx1w = p.x - DELTA; float gx1x = p.y; float gx1y = p.z; float gx1z = 0; float gx2w = p.x + DELTA; float gx2x = p.y; float gx2y = p.z; float gx2z = 0; float gy1w = p.x; float gy1x = p.y - DELTA; float gy1y = p.z; float gy1z = 0; float gy2w = p.x; float gy2x = p.y + DELTA; float gy2y = p.z; float gy2z = 0; float gz1w = p.x; float gz1x = p.y; float gz1y = p.z - DELTA; float gz1z = 0; float gz2w = p.x; float gz2x = p.y; float gz2y = p.z + DELTA; float gz2z = 0; for (int i = 0; i < maxIterations; i++) { { // z = z*z + c float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw; gx1x = 2 * gx1w * gx1x + cx; gx1y = 2 * gx1w * gx1y + cy; gx1z = 2 * gx1w * gx1z + cz; gx1w = nw; } { // z = z*z + c float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw; gx2x = 2 * gx2w * gx2x + cx; gx2y = 2 * gx2w * gx2y + cy; gx2z = 2 * gx2w * gx2z + cz; gx2w = nw; } { // z = z*z + c float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw; gy1x = 2 * gy1w * gy1x + cx; gy1y = 2 * gy1w * gy1y + cy; gy1z = 2 * gy1w * gy1z + cz; gy1w = nw; } { // z = z*z + c float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw; gy2x = 2 * gy2w * gy2x + cx; gy2y = 2 * gy2w * gy2y + cy; gy2z = 2 * gy2w * gy2z + cz; gy2w = nw; } { // z = z*z + c float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw; gz1x = 2 * gz1w * gz1x + cx; gz1y = 2 * gz1w * gz1y + cy; gz1z = 2 * gz1w * gz1z + cz; gz1w = nw; } { // z = z*z + c float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw; gz2x = 2 * gz2w * gz2x + cx; gz2y = 2 * gz2w * gz2y + cy; gz2z = 2 * gz2w * gz2z + cz; gz2w = nw; } } float gradX = Length(gx2w, gx2x, gx2y, gx2z) - Length(gx1w, gx1x, gx1y, gx1z); float gradY = Length(gy2w, gy2x, gy2y, gy2z) - Length(gy1w, gy1x, gy1y, gy1z); float gradZ = Length(gz2w, gz2x, gz2y, gz2z) - Length(gz1w, gz1x, gz1y, gz1z); Vector3 n = new Vector3(gradX, gradY, gradZ); state.getNormal().set(state.transformNormalObjectToWorld(n)); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.getPoint().x += state.getNormal().x *epsilon * 20; state.getPoint().y += state.getNormal().y *epsilon * 20; state.getPoint().z += state.getNormal().z *epsilon * 20; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); // compute local normal Point3 p = parent.transformWorldToObject(state.getPoint()); float gx1w = p.x - DELTA; float gx1x = p.y; float gx1y = p.z; float gx1z = 0; float gx2w = p.x + DELTA; float gx2x = p.y; float gx2y = p.z; float gx2z = 0; float gy1w = p.x; float gy1x = p.y - DELTA; float gy1y = p.z; float gy1z = 0; float gy2w = p.x; float gy2x = p.y + DELTA; float gy2y = p.z; float gy2z = 0; float gz1w = p.x; float gz1x = p.y; float gz1y = p.z - DELTA; float gz1z = 0; float gz2w = p.x; float gz2x = p.y; float gz2y = p.z + DELTA; float gz2z = 0; for (int i = 0; i < maxIterations; i++) { { // z = z*z + c float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw; gx1x = 2 * gx1w * gx1x + cx; gx1y = 2 * gx1w * gx1y + cy; gx1z = 2 * gx1w * gx1z + cz; gx1w = nw; } { // z = z*z + c float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw; gx2x = 2 * gx2w * gx2x + cx; gx2y = 2 * gx2w * gx2y + cy; gx2z = 2 * gx2w * gx2z + cz; gx2w = nw; } { // z = z*z + c float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw; gy1x = 2 * gy1w * gy1x + cx; gy1y = 2 * gy1w * gy1y + cy; gy1z = 2 * gy1w * gy1z + cz; gy1w = nw; } { // z = z*z + c float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw; gy2x = 2 * gy2w * gy2x + cx; gy2y = 2 * gy2w * gy2y + cy; gy2z = 2 * gy2w * gy2z + cz; gy2w = nw; } { // z = z*z + c float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw; gz1x = 2 * gz1w * gz1x + cx; gz1y = 2 * gz1w * gz1y + cy; gz1z = 2 * gz1w * gz1z + cz; gz1w = nw; } { // z = z*z + c float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw; gz2x = 2 * gz2w * gz2x + cx; gz2y = 2 * gz2w * gz2y + cy; gz2z = 2 * gz2w * gz2z + cz; gz2w = nw; } } float gradX = Length(gx2w, gx2x, gx2y, gx2z) - Length(gx1w, gx1x, gx1y, gx1z); float gradY = Length(gy2w, gy2x, gy2y, gy2z) - Length(gy1w, gy1x, gy1y, gy1z); float gradZ = Length(gz2w, gz2x, gz2y, gz2z) - Length(gz1w, gz1x, gz1y, gz1z); Vector3 n = new Vector3((float)gradX, (float)gradY, (float)gradZ); state.getNormal().set(parent.transformNormalObjectToWorld(n)); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); state.getPoint().x += state.getNormal().x * epsilon * 20; state.getPoint().y += state.getNormal().y * epsilon * 20; state.getPoint().z += state.getNormal().z * epsilon * 20; state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); // get local point Point3 p = parent.transformWorldToObject(state.getPoint()); // compute local normal float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2; state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z); state.getNormal().normalize(); double phi = Math.Asin(MathUtils.clamp(p.z / ri, -1, 1)); double theta = Math.Atan2(p.y, p.x); if (theta < 0) theta += 2 * Math.PI; state.getUV().x = (float)(theta / (2 * Math.PI)); state.getUV().y = (float)((phi + Math.PI / 2) / Math.PI); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); // into world space Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); // make basis in world space 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(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)); }