示例#1
0
        public Color GetRadiance(ShadingState state)
        {
            Vector3 n = state.getNormal();
            float   f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));

            return(BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f));
        }
示例#2
0
        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);
        }
示例#3
0
        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()));
        }
示例#4
0
        public Color GetRadiance(ShadingState state)
        {
            int   side = state.getPrimitiveID();
            Color kd   = null;

            switch (side)
            {
            case 0:
                kd = left;
                break;

            case 1:
                kd = right;
                break;

            case 3:
                kd = back;
                break;

            case 4:
                kd = bottom;
                break;

            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                {
                    return(state.includeLights ? radiance : Color.BLACK);
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            state.faceforward();
            // setup lighting
            state.initLightSamples();
            state.initCausticSamples();
            return(state.diffuse(kd));
        }
示例#5
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));
        }
示例#6
0
        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));
        }
示例#7
0
        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));
        }
示例#8
0
        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()));
        }
示例#9
0
        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()));
        }
示例#10
0
文件: Box.cs 项目: rzel/sunflowsharp
 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));
 }
示例#11
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));
            }
示例#12
0
        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));
        }
示例#13
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));
 }
示例#14
0
        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));
        }
示例#15
0
文件: Hair.cs 项目: rzel/sunflowsharp
        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);
        }
示例#16
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(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));
            }
示例#17
0
 public Color getRadiance(ShadingState state)
 {
     Vector3 n = state.getNormal();
     float f = n == null ? 1.0f : Math.Abs(state.getRay().dot(n));
     return BORDERS[state.getPrimitiveID() % BORDERS.Length].copy().mul(f);
 }
示例#18
0
 public Color GetRadiance(ShadingState state)
 {
     int side = state.getPrimitiveID();
     Color kd = null;
     switch (side)
     {
         case 0:
             kd = left;
             break;
         case 1:
             kd = right;
             break;
         case 3:
             kd = back;
             break;
         case 4:
             kd = bottom;
             break;
         case 5:
             float lx = state.getPoint().x;
             float ly = state.getPoint().y;
             if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                 return state.includeLights ? radiance : Color.BLACK;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     state.faceforward();
     // setup lighting
     state.initLightSamples();
     state.initCausticSamples();
     return state.diffuse(kd);
 }
示例#19
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     int side = state.getPrimitiveID();
     Color kd = null;
     switch (side)
     {
         case 0:
             kd = left;
             break;
         case 1:
             kd = right;
             break;
         case 3:
             kd = back;
             break;
         case 4:
             kd = bottom;
             break;
         case 5:
             float lx = state.getPoint().x;
             float ly = state.getPoint().y;
             if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                 return;
             kd = top;
             break;
         default:
             Debug.Assert(false);
             break;
     }
     // make sure we are on the right side of the material
     if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
     {
         state.getNormal().negate();
         state.getGeoNormal().negate();
     }
     state.storePhoton(state.getRay().getDirection(), power, kd);
     double avg = kd.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avg)
     {
         // photon is scattered
         power.mul(kd).mul(1 / (float)avg);
         OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
         double u = 2 * Math.PI * rnd / avg;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
 }
示例#20
0
        public void ScatterPhoton(ShadingState state, Color power)
        {
            int   side = state.getPrimitiveID();
            Color kd   = null;

            switch (side)
            {
            case 0:
                kd = left;
                break;

            case 1:
                kd = right;
                break;

            case 3:
                kd = back;
                break;

            case 4:
                kd = bottom;
                break;

            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                {
                    return;
                }
                kd = top;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            // make sure we are on the right side of the material
            if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0)
            {
                state.getNormal().negate();
                state.getGeoNormal().negate();
            }
            state.storePhoton(state.getRay().getDirection(), power, kd);
            double avg = kd.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < avg)
            {
                // photon is scattered
                power.mul(kd).mul(1 / (float)avg);
                OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
                double           u   = 2 * Math.PI * rnd / avg;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
        }
示例#21
0
 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()));
 }