示例#1
0
        static void SimpleRaycast(Texture2D texture)
        {
            Raytracer <RayPayload, float3> raycaster = new Raytracer <RayPayload, float3>();

            // View and projection matrices
            float4x4 viewMatrix       = Transforms.LookAtLH(float3(2, 1f, 4), float3(0, 0, 0), float3(0, 1, 0));
            float4x4 projectionMatrix =
                Transforms.PerspectiveFovLH(pi_over_4, texture.Height / (float)texture.Width, 0.01f, 20);

            Scene <float3> scene = new Scene <float3>();

            CreateScene(scene);

            raycaster.OnClosestHit += delegate(IRaycastContext context, float3 attribute, ref RayPayload payload)
            {
                payload.Color = attribute;
            };

            for (float px = 0.5f; px < texture.Width; px++)
            {
                for (float py = 0.5f; py < texture.Height; py++)
                {
                    RayDescription ray = RayDescription.FromScreen(px, py, texture.Width, texture.Height,
                                                                   inverse(viewMatrix), inverse(projectionMatrix), 0, 1000);

                    RayPayload coloring = new RayPayload();

                    raycaster.Trace(scene, ray, ref coloring);

                    texture.Write((int)px, (int)py, float4(coloring.Color, 1));
                }
            }
        }
示例#2
0
        static void LitRaycast(Texture2D texture)
        {
            // Scene Setup
            float3 CameraPosition = float3(3, 2f, 4);
            float3 LightPosition  = float3(3, 5, -2);

            // View and projection matrices
            float4x4 viewMatrix       = Transforms.LookAtLH(CameraPosition, float3(0, 1, 0), float3(0, 1, 0));
            float4x4 projectionMatrix =
                Transforms.PerspectiveFovLH(pi_over_4, texture.Height / (float)texture.Width, 0.01f, 20);

            Scene <PositionNormal> scene = new Scene <PositionNormal>();

            CreateScene(scene);

            // Raycaster to trace rays and check for shadow rays.
            Raytracer <ShadowRayPayload, PositionNormal> shadower = new Raytracer <ShadowRayPayload, PositionNormal>();

            shadower.OnAnyHit += delegate(IRaycastContext context, PositionNormal attribute,
                                          ref ShadowRayPayload payload)
            {
                // If any object is found in ray-path to the light, the ray is shadowed.
                payload.Shadowed = true;
                // No neccessary to continue checking other objects
                return(HitResult.Stop);
            };

            // Raycaster to trace rays and lit closest surfaces
            Raytracer <RayPayload, PositionNormal> raycaster = new Raytracer <RayPayload, PositionNormal>();

            raycaster.OnClosestHit +=
                delegate(IRaycastContext context, PositionNormal attribute, ref RayPayload payload)
            {
                // Move geometry attribute to world space
                attribute = attribute.Transform(context.FromGeometryToWorld);

                float3 V             = normalize(CameraPosition - attribute.Position);
                float3 L             = normalize(LightPosition - attribute.Position);
                float  lambertFactor = max(0, dot(attribute.Normal, L));

                // Check ray to light...
                ShadowRayPayload shadow = new ShadowRayPayload();
                shadower.Trace(scene,
                               RayDescription.FromTo(
                                   attribute.Position +
                                   attribute.Normal * 0.001f, // Move an epsilon away from the surface to avoid self-shadowing
                                   LightPosition), ref shadow);

                payload.Color = shadow.Shadowed ? float3(0, 0, 0) : float3(1, 1, 1) * lambertFactor;
            };
            raycaster.OnMiss += delegate(IRaycastContext context, ref RayPayload payload)
            {
                payload.Color = float3(0, 0, 1); // Blue, as the sky.
            };

            // Render all points of the screen
            for (int px = 0; px < texture.Width; px++)
            {
                for (int py = 0; py < texture.Height; py++)
                {
                    RayDescription ray = RayDescription.FromScreen(px + 0.5f, py + 0.5f, texture.Width, texture.Height,
                                                                   inverse(viewMatrix), inverse(projectionMatrix), 0, 1000);

                    RayPayload coloring = new RayPayload();

                    raycaster.Trace(scene, ray, ref coloring);

                    texture.Write(px, py, float4(coloring.Color, 1));
                }
            }
        }