Пример #1
0
        public static Vec3 random_in_unit_sphere()
        {
            Vec3 p = new Vec3();

            do
            {
                //p = (float)2.0 * new Vec3(Rng.f(), Rng.f(), Rng.f()) - new Vec3(1.0f, 1.0f, 1.0f);
                //p = new Vec3(2.0f * Rng.f() - 1.0f, 2.0f * Rng.f() - 1.0f, 2.0f * Rng.f() - 1.0f);
                p[0] = 2.0f * Rng.f() - 1.0f;
                p[1] = 2.0f * Rng.f() - 1.0f;
                p[2] = 2.0f * Rng.f() - 1.0f;
            } while (p.squared_length() >= 1.0f);
            return(p);
        }
Пример #2
0
        public static Vec3 random_in_unit_disk()
        {
            Vec3 p = new Vec3();

            p[2] = 0.0f;
            do
            {
                //p = (float)2.0 * new Vec3(Rng.f(), Rng.f(), 0.0f) - new Vec3(1.0f, 1.0f, 0.0f);
                //p = new Vec3(2.0f * Rng.f() - 1.0f, 2.0f * Rng.f() - 1.0f, 0.0f);
                p[0] = 2.0f * Rng.f() - 1.0f;
                p[1] = 2.0f * Rng.f() - 1.0f;
            } while (dot(p) >= 1.0f);
            return(p);
        }
Пример #3
0
        public static Hitable my_random_scene()
        {
            int            max_items = 500;
            List <Hitable> list      = new List <Hitable>(max_items + 1);

            list.Add(new Sphere(new Vec3(0.0f, -1000.0f, 0.0f), 1000.0f, new Lambertian(TextureLib.green_white_checker)));

            if (true)
            {
                for (int a = -11; a < 11; a++)
                {
                    for (int b = -11; b < 11; b++)
                    {
                        float choose_mat = Rng.f();
                        Vec3  center     = new Vec3((float)a + 0.8f * Rng.f(), 0.2f, (float)b + 0.8f * Rng.f());
                        if ((center - new Vec3(4.0f, 0.2f, 0.0f)).length() > 1.5f &&
                            (center - new Vec3(0.0f, 0.2f, 0.0f)).length() > 1.5f &&
                            (center - new Vec3(-4.0f, 0.2f, 0.0f)).length() > 1.5f)
                        {
                            if (choose_mat < 0.8f)
                            {
                                list.Add(new Sphere(center, 0.2f, new Lambertian(new ConstantTexture(new Vec3(Rng.f(), Rng.f(), Rng.f())))));
                            }
                            else if (choose_mat < 0.95f)
                            {
                                list.Add(new Sphere(center, 0.2f,
                                                    new Metal(new Vec3(0.5f * (1.0f + Rng.f()), 0.5f * (1.0f + Rng.f()), 0.5f * (1.0f + Rng.f())),
                                                              0.5f * Rng.f())));
                            }
                            else
                            {
                                list.Add(new Sphere(center, 0.2f, new Dielectric(1.5f)));
                            }
                        }
                    }
                }
            }



            list.Add(new Sphere(new Vec3(0.0f, 1.0f, 0.0f), 1.0f, new Dielectric(1.5f, new Vec3(1.0f, 1.0f, 1.0f))));
            list.Add(new Sphere(new Vec3(-4.0f, 1.0f, 0.0f), 1.0f, new Lambertian(TextureLib.burnt_sienna)));
            list.Add(new Sphere(new Vec3(4.0f, 1.0f, 0.0f), 1.0f, new Metal(new Vec3(0.7f, 0.6f, 0.5f), 0.0f)));

            int i = list.Count();

            return(new Hitable_List(list, i));
        }
        public override bool scatter(Ray r_in, Hit_Record rec, ref Vec3 attenuation, ref Ray scattered)
        {
            Vec3  outward_normal;
            Vec3  reflected = Vec3.reflect(r_in.direction(), rec.normal);
            float ni_over_nt;

            attenuation = color;
            Vec3  refracted = new Vec3(1.0f, 0.0f, 0.0f);
            float reflect_prob;
            float cosine;

            if (Vec3.dot(r_in.direction(), rec.normal) > 0.0f)
            {
                outward_normal = -rec.normal;
                ni_over_nt     = ref_idx;
                cosine         = ref_idx * Vec3.dot(r_in.direction(), rec.normal) / r_in.direction().length();
            }
            else
            {
                outward_normal = rec.normal;
                ni_over_nt     = 1.0f / ref_idx;
                cosine         = -Vec3.dot(r_in.direction(), rec.normal) / r_in.direction().length();
            }

            if (refract(r_in.direction(), outward_normal, ni_over_nt, ref refracted))
            {
                reflect_prob = schlick(cosine, ref_idx);
            }
            else
            {
                scattered    = new Ray(rec.p, reflected);
                reflect_prob = 1.0f;
            }

            if (Rng.f() < reflect_prob)
            {
                scattered = new Ray(rec.p, reflected); // reFLEcted
            }
            else
            {
                scattered = new Ray(rec.p, refracted); // reFRActed
            }


            return(true);
        }
Пример #5
0
        public static void childTracer(object data)
        {
            int offset = (int)data;


            int nx = rc.getNumXPixels();
            int ny = rc.getNumYPixels();
            int ns = rc.getNumSamples();

            int coreNum = offset + 1;

            Console.WriteLine("starting thread " + coreNum + " of " + numThreads);



            Vec3 col = new Vec3(0.0f, 0.0f, 0.0f);


            for (int j = ny - 1; j >= 0; j--)
            {
                for (int i = offset; i < nx; i += numThreads)
                {
                    for (int s = 0; s < ns; s++)
                    {
                        float u = (float)((float)i + (ConfigParams.aliasing_on ? Rng.f() : 0.0f)) / (float)nx;
                        float v = (float)((float)j + (ConfigParams.aliasing_on ? Rng.f() : 0.0f)) / (float)ny;

                        col = color(Camera.get_ray(u, v), 0);

                        rc.addR(i, j, col.r());
                        rc.addG(i, j, col.g());
                        rc.addB(i, j, col.b());
                    }
                }

                progressList[offset] += 1;
            }


            Interlocked.Increment(ref threadCounter); // signal this thread has finished

            return;
        } // end childTracer