예제 #1
0
        public override bool L(SceneData sceneData, Ray ray, out Color color, out Vector3 surfaceNormal)
        {
            RayCastHit hit = default(RayCastHit);

            hit.distance = double.MaxValue;
            if (sceneData.Raycast(ray, out hit))
            {
                color         = Color.black;
                surfaceNormal = default(Vector3);
                return(false);
            }

            Vector3 hitNormal;

            if (RayCastSun(ray, out hitNormal))
            {
                double ndl = Vector3.Dot(-1.0 * hitNormal, ray.direction);
                surfaceNormal = hitNormal;
                if (ndl < 0)
                {
                    color = Color.black;
                    return(false);
                }
                color = sunIntensity * sunColor;
                return(true);
            }

            color         = Color.black;
            surfaceNormal = default(Vector3);
            return(false);
        }
예제 #2
0
        public bool Raycast(Ray ray, out RayCastHit hit)
        {
            hit          = default(RayCastHit);
            hit.distance = double.MaxValue;

            return(RaycastTriangles(ray, ref hit));
        }
예제 #3
0
        public override bool L(SceneData sceneData, Ray ray, out Color color, out Vector3 normal)
        {
            if (m_Geometry == null || m_Geometry.material == null)
            {
                color = Color.black;
                normal = default(Vector3);
                return false;
            }
            RayCastHit hit = default(RayCastHit);
            hit.distance = double.MaxValue;
            if (sceneData.Raycast(ray, out hit))
            {
                if (hit.geometry == m_Geometry && hit.material == m_Geometry.material)
                {
                    double ndl = Vector3.Dot(-1.0 * hit.normal, ray.direction);
                    normal = hit.normal;
                    if (ndl < 0)
                    {
                        color = Color.black;
                        return false;
                    }
                    color = m_Geometry.material.GetEmissive(hit);
                    return true;
                }
            }

            color = Color.black;
            normal = default(Vector3);
            return false;
        }
예제 #4
0
 public override Vector3 GetWorldNormal(RayCastHit hit)
 {
     if (bump != null)
     {
         return(RecalucateNormal(hit.normal, hit.tangent, bump.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y))));
     }
     return(hit.normal);
 }
예제 #5
0
 public override float GetRoughness(RayCastHit hit)
 {
     if (mroTex != null)
     {
         Color mro = mroTex.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y));
         return(mro.g);
     }
     return(roughness);
 }
예제 #6
0
 public override float GetOcclusion(RayCastHit hit)
 {
     if (mroTex != null)
     {
         Color mro = mroTex.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y));
         return(mro.b);
     }
     return(1.0f);
 }
예제 #7
0
 public override float GetMetallic(RayCastHit hit)
 {
     if (mroTex != null)
     {
         Color mro = mroTex.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y));
         return(mro.r);
     }
     return(metallic);
 }
예제 #8
0
        public override Color GetEmissive(RayCastHit hit)
        {
            Color emissiveColor = emissive;

            if (emissiveTex != null)
            {
                emissiveColor *= emissiveTex.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y));
            }
            return(emissiveColor);
        }
예제 #9
0
        public override Color GetAlbedo(RayCastHit hit)
        {
            Color albedoColor = color;

            if (albedo != null)
            {
                albedoColor *= albedo.Sample((float)(hit.texcoord.x * tile.x), (float)(hit.texcoord.y * tile.y));
            }
            return(albedoColor);
        }
예제 #10
0
 public override bool ShouldCull(Ray ray, RayCastHit hit)
 {
     if (!transparentCutOut)
     {
         return(false);
     }
     if (GetOpacity(hit) < 0.5f)
     {
         return(true);
     }
     return(false);
 }
예제 #11
0
 public bool RayCast(Ray ray, ref RayCastHit hit)
 {
     if (RayCastGeometry(ray, ref hit))
     {
         //如果射线检测成功,则额外判断一下shader是否允许cull,用于实现材质的alpha裁剪等功能
         if (hit.material != null && hit.material.ShouldCull(ray, hit))
         {
             return(false);
         }
         return(true);
     }
     return(false);
 }
예제 #12
0
        public Color Shade(Material skyMaterial, SamplerBase sampler, Ray ray)
        {
            if (skyMaterial == null)
            {
                return(Color.black);
            }

            RayCastHit hit = default(RayCastHit);

            hit.normal = ray.direction;

            return(skyMaterial.GetEmissive(hit));
        }
예제 #13
0
        public override bool RayCast(Ray ray, double epsilon, ref RayCastHit hit)
        {
            Vector3 tocenter = ray.origin - this.position;

            double vala = Vector3.Dot(ray.direction, ray.direction);
            double valb = Vector3.Dot(tocenter, ray.direction) * 2.0f;
            double valc = Vector3.Dot(tocenter, tocenter) - radius * radius;

            double dis = valb * valb - 4.0f * vala * valc;


            if (dis < 0.0)
            {
                return(false);
            }
            else
            {
                double e     = Math.Sqrt(dis);
                double denom = 2.0f * vala;
                double t     = (-valb - e) / denom;

                if (t > epsilon && t <= hit.distance)
                {
                    // if (hit.depth == 0 && m_Material.isLight && LScene.ignoreLight)
                    //     return false;
                    hit.distance = t;
                    hit.normal   = (tocenter + ray.direction * t) / radius;
                    hit.hit      = ray.origin + ray.direction * t;
                    hit.shader   = shader;
                    hit.texcoord = default(Vector2);
                    return(true);
                }


                t = (-valb + e) / denom;

                if (t > epsilon && t <= hit.distance)
                {
                    // if (hit.depth == 0 && m_Material.isLight && LScene.ignoreLight)
                    //     return false;
                    hit.distance = t;
                    hit.normal   = (tocenter + ray.direction * t) / radius;
                    hit.hit      = ray.origin + ray.direction * t;
                    hit.shader   = shader;
                    hit.texcoord = default(Vector2);
                    return(true);
                }
            }

            return(false);
        }
        public override Color GetEmissive(RayCastHit hit)
        {
            if (environment == null)
            {
                return(color * intensity);
            }
            float fi    = (float)Math.Atan2(hit.normal.x, hit.normal.z);
            float InvPi = (float)(1.0 / Math.PI);
            float u     = fi * 0.5f * InvPi;
            float theta = (float)Math.Acos(hit.normal.y);

            float v = 1.0f - theta * InvPi;

            return(environment.Sample(u, v) * color * intensity);
        }
예제 #15
0
        public override bool Raycast(Ray ray, double epsilon, out RayCastHit hit)
        {
            hit          = default(RayCastHit);
            hit.distance = double.MaxValue;
            bool result = false;

            for (int i = 0; i < m_Geometrys.Count; i++)
            {
                if (m_Geometrys[i].RayCast(ray, epsilon, ref hit))
                {
                    result = true;
                }
            }

            return(result);
        }
예제 #16
0
        protected override bool RaycastTriangles(Ray ray, ref RayCastHit hit)
        {
            if (m_Geometries == null)
            {
                return(false);
            }
            if (!m_Bounds.Raycast(ray))
            {
                return(false);
            }
            bool result = false;

            for (int i = 0; i < m_Geometries.Count; i++)
            {
                if (m_Geometries[i].RayCast(ray, ref hit))
                {
                    result = true;
                }
            }

            return(result);
        }
예제 #17
0
        public override Color FastRender(Ray ray, RayCastHit hit)
        {
            float vdn = (float)Math.Max(0, Vector3.Dot(-1.0 * ray.direction, hit.normal));

            return(new Color(vdn, vdn, vdn, 1.0f));
        }
예제 #18
0
        public override Color Render(Tracer tracer, Sky sky, SamplerBase sampler, Ray ray, RayCastHit hit, double epsilon)
        {
            Vector3 refl = Vector3.Reflect(ray.direction, hit.normal);

            if (sky != null)
            {
                return(sky.RenderColor(refl));
            }
            return(Color.white);
        }
예제 #19
0
 protected abstract bool RaycastTriangles(Ray ray, ref RayCastHit hit);
예제 #20
0
 public virtual float GetMetallic(RayCastHit hit)
 {
     return(0.0f);
 }
예제 #21
0
파일: Quad.cs 프로젝트: AsehesL/PathTracer
        protected override bool RayCastGeometry(Ray ray, ref RayCastHit hit)
        {
            double t = Vector3.Dot(this.position - ray.origin, this.normal) / Vector3.Dot(ray.direction, this.normal);

            if (t <= double.Epsilon)
            {
                return(false);
            }
            if (t > hit.distance)
            {
                return(false);
            }
            Vector3 p   = ray.origin + ray.direction * t;
            Vector3 d   = p - this.position;
            double  ddw = Vector3.Dot(d, this.right);

            if (ddw < 0.0 || ddw > this.widthSquared)
            {
                return(false);
            }
            double ddh = Vector3.Dot(d, this.up);

            if (ddh < 0.0 || ddh > this.heightSquared)
            {
                return(false);
            }
            hit.distance = t;
            hit.normal   = normal;

            Vector3 lp        = p - this.position;
            double  texcoordx = Vector3.Dot(lp, this.right) / this.right.magnitude;
            double  texcoordy = Vector3.Dot(lp, this.up) / this.up.magnitude;

            hit.texcoord = new Vector2(texcoordx, texcoordy);
            hit.normal   = this.normal;
            Vector3 tang = this.right.normalized;

            hit.tangent  = new Vector4(tang.x, tang.y, tang.z, 1.0);
            hit.material = material;
            hit.geometry = this;
            hit.hit      = p;
            double ndv = Vector3.Dot(normal, ray.origin - hit.hit);

            if (ndv < 0)
            {
                if (material != null && !material.ShouldRenderBackFace())
                {
                    return(false);
                }
                hit.isBackFace = true;
                hit.normal    *= -1;
            }
            else
            {
                hit.isBackFace = false;
            }

            //if (hit.isBackFace)
            //    hit.hit -= hit.normal * 0.00000000000001;
            //else
            hit.hit += hit.normal * 0.00000000000001;
            //hit.distance = Vector3.Distance(hit.hit, ray.origin);

            return(true);
        }
예제 #22
0
        protected override bool RayCastGeometry(Ray ray, ref RayCastHit hit)
        {
            Vector3 tocenter = ray.origin - this.position;

            double vala = Vector3.Dot(ray.direction, ray.direction);
            double valb = Vector3.Dot(tocenter, ray.direction) * 2.0f;
            double valc = Vector3.Dot(tocenter, tocenter) - radius * radius;

            double dis = valb * valb - 4.0f * vala * valc;


            if (dis < 0.0)
            {
                return(false);
            }
            else
            {
                double e     = Math.Sqrt(dis);
                double denom = 2.0f * vala;
                double t     = (-valb - e) / denom;

                if (t > double.Epsilon && t <= hit.distance)
                {
                    hit.distance = t;
                    hit.normal   = (tocenter + ray.direction * hit.distance) / radius;
                    hit.hit      = ray.origin + ray.direction * hit.distance;
                    hit.material = material;
                    hit.geometry = this;
                    hit.texcoord = GetUV(hit.normal);
                    Vector3 tang = Vector3.Cross(new Vector3(0, 1, 0), hit.normal).normalized;
                    hit.tangent = new Vector4(tang.x, tang.y, tang.z, 1.0);

                    double ndv = Vector3.Dot(hit.normal, ray.origin - hit.hit);
                    if (ndv < 0)
                    {
                        if (material != null && !material.ShouldRenderBackFace())
                        {
                            return(false);
                        }
                        hit.isBackFace = true;
                        hit.normal    *= -1;
                    }
                    else
                    {
                        hit.isBackFace = false;
                    }

                    //if (hit.isBackFace)
                    //    hit.hit -= hit.normal * 0.00000000000001;
                    //else
                    hit.hit += hit.normal * 0.00000000000001;
                    //hit.distance = Vector3.Distance(hit.hit, ray.origin);

                    return(true);
                }


                t = (-valb + e) / denom;

                if (t > double.Epsilon && t <= hit.distance)
                {
                    hit.distance = t;
                    hit.normal   = (tocenter + ray.direction * hit.distance) / radius;
                    hit.hit      = ray.origin + ray.direction * hit.distance;
                    hit.material = material;
                    hit.geometry = this;
                    hit.texcoord = GetUV(hit.normal);
                    Vector3 tang = Vector3.Cross(new Vector3(0, 1, 0), hit.normal).normalized;
                    hit.tangent = new Vector4(tang.x, tang.y, tang.z, 1.0);

                    double ndv = Vector3.Dot(hit.normal, ray.origin - hit.hit);
                    if (ndv < 0)
                    {
                        if (material != null && !material.ShouldRenderBackFace())
                        {
                            return(false);
                        }
                        hit.isBackFace = true;
                        hit.normal    *= -1;
                    }
                    else
                    {
                        hit.isBackFace = false;
                    }

                    //if (hit.isBackFace)
                    //    hit.hit -= hit.normal * 0.00000000000001;
                    //else
                    hit.hit += hit.normal * 0.00000000000001;
                    //hit.distance = Vector3.Distance(hit.hit, ray.origin);

                    return(true);
                }
            }

            return(false);
        }
예제 #23
0
        public override bool RayCast(Ray ray, double epsilon, ref RayCastHit hit)
        {
            if (bounds.Raycast(ray) == false)
            {
                return(false);
            }
            double rt = 0.0f;

            Vector3 e1 = this.v1 - this.v0;
            Vector3 e2 = this.v2 - this.v0;

            double v = 0;
            double u = 0;

            Vector3 n   = Vector3.Cross(e1, e2);
            double  ndv = Vector3.Dot(ray.direction, n);

            if (ndv > 0)
            {
                return(false);
            }

            Vector3 p = Vector3.Cross(ray.direction, e2);

            double  det = Vector3.Dot(e1, p);
            Vector3 t   = default(Vector3);

            if (det > 0)
            {
                t = ray.origin - this.v0;
            }
            else
            {
                t   = this.v0 - ray.origin;
                det = -det;
            }
            if (det < epsilon)
            {
                return(false);
            }

            u = Vector3.Dot(t, p);
            if (u < 0.0 || u > det)
            {
                return(false);
            }

            Vector3 q = Vector3.Cross(t, e1);

            v = Vector3.Dot(ray.direction, q);
            if (v < 0.0 || u + v > det)
            {
                return(false);
            }

            rt = Vector3.Dot(e2, q);

            double finvdet = 1.0 / det;

            rt *= finvdet;
            if (rt < 0.001)
            {
                return(false);
            }
            if (rt > hit.distance)
            {
                return(false);
            }
            u *= finvdet;
            v *= finvdet;

            hit.hit      = ray.origin + ray.direction * rt;
            hit.texcoord = (1.0f - u - v) * uv0 + u * uv1 + v * uv2;;
            hit.normal   = (1.0f - u - v) * n0 + u * n1 + v * n2;
            hit.shader   = shader;
            hit.distance = rt;
            return(true);
        }
예제 #24
0
        protected override bool RayCastGeometry(Ray ray, ref RayCastHit hit)
        {
            double tmin = 0.0;
            double tmax = hit.distance;

            Vector3 cubeCenter = m_IsRotated ? Vector3.zero : position;
            Vector3 min        = cubeCenter - scale * 0.5;
            Vector3 max        = cubeCenter + scale * 0.5;
            Vector3 normal     = default(Vector3);

            Vector3 rayOrigin = m_IsRotated ? m_WorldToLocal.TransformPoint(ray.origin) : ray.origin;
            Vector3 rayDir    = m_IsRotated ? m_WorldToLocal.TransformVector(ray.direction) : ray.direction;

            int hitFace = 0;

            for (int i = 0; i < 3; i++)
            {
                Vector3 n = new Vector3(i == 0 ? -1 : 0, i == 1 ? -1 : 0, i == 2 ? -1 : 0);
                if (Math.Abs(rayDir[i]) < double.Epsilon)
                {
                    if (rayOrigin[i] < min[i] || rayOrigin[i] > max[i])
                    {
                        return(false);
                    }
                }
                else
                {
                    int hf = i + 1;

                    double ood = 1.0 / rayDir[i];
                    double t1  = (min[i] - rayOrigin[i]) * ood;
                    double t2  = (max[i] - rayOrigin[i]) * ood;

                    if (t1 > t2)
                    {
                        double t = t2;
                        t2 = t1;
                        t1 = t;
                        n *= -1;

                        hf = i + 4;
                    }

                    if (t1 > tmin)
                    {
                        tmin = t1;

                        normal  = n;
                        hitFace = hf;
                    }

                    if (t2 < tmax)
                    {
                        tmax = t2;
                    }

                    if (tmin > tmax)
                    {
                        return(false);
                    }
                }
            }

            //if (tmin > -double.Epsilon && tmin < double.Epsilon)
            //    return false;
            hit.distance = tmin;
            hit.material = material;
            hit.geometry = this;
            hit.hit      = rayOrigin + rayDir * hit.distance;
            Vector3 tangent = Vector3.zero;

            if (hitFace == 1)
            {
                hit.texcoord = new Vector2((hit.hit.z - cubeCenter.z) / (scale.z * 0.5f) * 0.5f + 0.5f, (hit.hit.y - cubeCenter.y) / (scale.y * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(0, 0, 1);
            }
            else if (hitFace == 2)
            {
                hit.texcoord = new Vector2(-(hit.hit.x - cubeCenter.x) / (scale.x * 0.5f) * 0.5f - 0.5f, (hit.hit.z - cubeCenter.z) / (scale.z * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(-1, 0, 0);
            }
            else if (hitFace == 3)
            {
                hit.texcoord = new Vector2(-(hit.hit.x - cubeCenter.x) / (scale.x * 0.5f) * 0.5f - 0.5f, (hit.hit.y - cubeCenter.y) / (scale.y * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(-1, 0, 0);
            }
            else if (hitFace == 4)
            {
                hit.texcoord = new Vector2(-(hit.hit.z - cubeCenter.z) / (scale.z * 0.5f) * 0.5f - 0.5f, (hit.hit.y - cubeCenter.y) / (scale.y * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(0, 0, -1);
            }
            else if (hitFace == 5)
            {
                hit.texcoord = new Vector2((hit.hit.x - cubeCenter.x) / (scale.x * 0.5f) * 0.5f + 0.5f, (hit.hit.z - cubeCenter.z) / (scale.z * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(1, 0, 0);
            }
            else if (hitFace == 6)
            {
                hit.texcoord = new Vector2((hit.hit.x - cubeCenter.x) / (scale.x * 0.5f) * 0.5f + 0.5f, (hit.hit.y - cubeCenter.y) / (scale.y * 0.5f) * 0.5f + 0.5f);
                tangent      = new Vector3(1, 0, 0);
            }
            hit.normal = normal;
            double ndv = Vector3.Dot(normal, rayOrigin - hit.hit);

            if (ndv < 0)
            {
                if (material != null && !material.ShouldRenderBackFace())
                {
                    return(false);
                }
                hit.isBackFace = true;
                hit.normal    *= -1;
            }
            else
            {
                hit.isBackFace = false;
            }

            //if (hit.isBackFace)
            //	hit.hit -= hit.normal * 0.00000000000001;
            //else
            hit.hit += hit.normal * 0.00000000000001;
            //hit.distance = Vector3.Distance(hit.hit, ray.origin);

            if (m_IsRotated)
            {
                hit.hit    = m_LocalToWorld.TransformPoint(hit.hit);
                hit.normal = m_LocalToWorld.TransformVector(hit.normal);
                tangent    = m_LocalToWorld.TransformVector(tangent);
            }
            hit.tangent = new Vector4(tangent.x, tangent.y, tangent.z, 1);

            return(true);
        }
예제 #25
0
 public virtual float GetRoughness(RayCastHit hit)
 {
     return(1.0f);
 }
예제 #26
0
        public Color Shade(Material material, SamplerBase sampler, Ray ray, RayCastHit hit)
        {
            if (hit.depth > m_PathTracer.tracingTimes)
            {
                if (material.IsEmissive() && m_PathTracer.sampleDirectLight && ray.isDiffuseRay)
                {
                    return(Color.black);
                }
                return(material.GetEmissive(hit));
            }
            if (material.IsEmissive())
            {
                if (m_PathTracer.sampleDirectLight && hit.depth != 0 && ray.isDiffuseRay)
                {
                    return(Color.black);
                }
                return(material.GetEmissive(hit));
            }

            float   refractive  = material.GetRefractive(hit);
            float   metallic    = material.GetMetallic(hit);
            float   roughness   = material.GetRoughness(hit);
            float   opacity     = material.GetOpacity(hit);
            Color   albedo      = material.GetAlbedo(hit);
            Vector3 worldNormal = material.GetWorldNormal(hit);

            float ndv = (float)Math.Max(0.0f, Vector3.Dot(worldNormal, -1.0 * ray.direction));

            if (hit.isBackFace)
            {
                refractive = 1.0f / refractive;
            }

            float F0 = (1.0f - refractive) / (1.0f + refractive);

            F0 = F0 * F0;
            if (F0 > 0.04f)
            {
                F0 = 0.04f;
            }
            Color F0Col = Color.Lerp(new Color(F0, F0, F0), albedo, metallic);

            Color fresnel = Fresnel.FresnelSchlick(ndv, F0Col, roughness);

            float fl = fresnel.Average();

            ShadingType shadingType = ShadingType.Reflect;

            double russianRoulette = sampler.GetRandom();

            if (fl > russianRoulette)
            {
                shadingType = ShadingType.Reflect;
            }
            else if (fl + (1.0f - fl) * (1.0f - opacity) > russianRoulette)
            {
                shadingType = ShadingType.Refract;
            }
            else
            {
                shadingType = ShadingType.Diffuse;
            }

            if (shadingType == ShadingType.Diffuse)
            {
                if (1.0f - metallic < float.Epsilon)
                {
                    return(Color.black);
                }

                if (albedo.IsCloseToZero())
                {
                    return(Color.black);
                }

                Vector3 sp  = sampler.SampleHemiSphere();
                Vector3 wi  = Vector3.ONB(worldNormal, sp);
                float   pdf = (float)(sp.z / Math.PI);

                double ndl = Vector3.Dot(worldNormal, wi);

                if (ndl <= 0.0)
                {
                    return(Color.black);
                }

                float brdf = (roughness < float.Epsilon ? m_LambertaianBRDF : m_DisneyDiffuseBRDF).SampleBRDF(sampler, ray.direction * -1.0, wi, hit.hit, worldNormal, roughness);

                if (brdf < float.Epsilon)
                {
                    return(Color.black);
                }

                Ray diffuseRay = new Ray(hit.hit, wi, true);

                Color L = m_PathTracer.PathTracing(diffuseRay, sampler, hit.depth + 1);

                return(albedo * L * brdf * (1.0f - metallic) * (float)ndl / pdf);
            }
            if (shadingType == ShadingType.Reflect)
            {
                if (albedo.IsCloseToZero())
                {
                    return(Color.black);
                }

                Vector3 sp       = sampler.SampleHemiSphere(roughness);
                Vector3 spnormal = Vector3.ONB(worldNormal, sp);
                Vector3 wo       = ray.direction * -1.0;
                Vector3 wi       = Vector3.Reflect(wo, spnormal);
                float   pdf      = (float)(sp.z / Math.PI);

                double ndl = Vector3.Dot(worldNormal, wi);

                if (ndl <= 0.0)
                {
                    return(Color.black);
                }

                float brdf = m_CookTorranceBRDF.SampleBRDF(sampler, wo, wi, hit.hit, worldNormal, roughness);

                if (brdf < float.Epsilon)
                {
                    return(Color.black);
                }

                Ray specularRay = new Ray(hit.hit, wi, false);

                Color L = m_PathTracer.PathTracing(specularRay, sampler, hit.depth + 1);

                return(Color.Lerp(Color.white, fresnel, metallic) * L * brdf * (float)ndl / pdf);
            }
            if (shadingType == ShadingType.Refract)
            {
            }
            return(Color.black);

            //MaterialProperty property;

            //property.worldNormal = material.GetWorldNormal(hit);
            //property.opacity = material.GetOpacity(hit);
            //property.metallic = material.GetMetallic(hit);
            //property.roughness = material.GetRoughness(hit);
            //property.albedo = material.GetAlbedo(hit);

            //if (m_PathTracer.sampleDirectLight)
            //    result += ShadeDirectLights(property, sampler, ray, hit);

            //result += material.GetOcclusion(hit) * ShadeAmbientLight(property, sampler, ray, hit);

            //return result + material.GetEmissive(hit);
        }
예제 #27
0
 public abstract bool RayCast(Ray ray, double epsilon, ref RayCastHit hit);
예제 #28
0
 public virtual Color GetAlbedo(RayCastHit hit)
 {
     return(Color.white);
 }
예제 #29
0
 protected abstract bool RayCastGeometry(Ray ray, ref RayCastHit hit);
예제 #30
0
 public abstract bool Raycast(Ray ray, double epsilon, out RayCastHit hit);