예제 #1
0
 public Color GetRadiance(ShadingState state)
 {
     Point3[] p = new Point3[3];
     if (!state.getTrianglePoints(p))
         return getFillColor(state);
     // transform points into camera space
     Point3 center = state.getPoint();
     Matrix4 w2c = state.getWorldToCamera();
     center = w2c.transformP(center);
     for (int i = 0; i < 3; i++)
         p[i] = w2c.transformP(state.transformObjectToWorld(p[i]));
     float cn = 1.0f / (float)Math.Sqrt(center.x * center.x + center.y * center.y + center.z * center.z);
     for (int i = 0, i2 = 2; i < 3; i2 = i, i++)
     {
         // compute orthogonal projection of the shading point onto each
         // triangle edge as in:
         // http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
         float t = (center.x - p[i].x) * (p[i2].x - p[i].x);
         t += (center.y - p[i].y) * (p[i2].y - p[i].y);
         t += (center.z - p[i].z) * (p[i2].z - p[i].z);
         t /= p[i].distanceToSquared(p[i2]);
         float projx = (1 - t) * p[i].x + t * p[i2].x;
         float projy = (1 - t) * p[i].y + t * p[i2].y;
         float projz = (1 - t) * p[i].z + t * p[i2].z;
         float n = 1.0f / (float)Math.Sqrt(projx * projx + projy * projy + projz * projz);
         // check angular width
         float dot = projx * center.x + projy * center.y + projz * center.z;
         if (dot * n * cn >= cosWidth)
             return getLineColor(state);
     }
     return getFillColor(state);
 }
예제 #2
0
        public Color GetRadiance(ShadingState state)
        {
            Point3[] p = new Point3[3];
            if (!state.getTrianglePoints(p))
            {
                return(getFillColor(state));
            }
            // transform points into camera space
            Point3  center = state.getPoint();
            Matrix4 w2c    = state.getWorldToCamera();

            center = w2c.transformP(center);
            for (int i = 0; i < 3; i++)
            {
                p[i] = w2c.transformP(state.transformObjectToWorld(p[i]));
            }
            float cn = 1.0f / (float)Math.Sqrt(center.x * center.x + center.y * center.y + center.z * center.z);

            for (int i = 0, i2 = 2; i < 3; i2 = i, i++)
            {
                // compute orthogonal projection of the shading point onto each
                // triangle edge as in:
                // http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
                float t = (center.x - p[i].x) * (p[i2].x - p[i].x);
                t += (center.y - p[i].y) * (p[i2].y - p[i].y);
                t += (center.z - p[i].z) * (p[i2].z - p[i].z);
                t /= p[i].distanceToSquared(p[i2]);
                float projx = (1 - t) * p[i].x + t * p[i2].x;
                float projy = (1 - t) * p[i].y + t * p[i2].y;
                float projz = (1 - t) * p[i].z + t * p[i2].z;
                float n     = 1.0f / (float)Math.Sqrt(projx * projx + projy * projy + projz * projz);
                // check angular width
                float dot = projx * center.x + projy * center.y + projz * center.z;
                if (dot * n * cn >= cosWidth)
                {
                    return(getLineColor(state));
                }
            }
            return(getFillColor(state));
        }
예제 #3
0
            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));
            }