示例#1
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 /// <summary>
 /// Convierte un modelo en un grafico con determinado material rugoso.
 /// </summary>
 public static Graphic AsGraphic(this Model model, vec4 diffuse)
 {
     return new ModelGraphic(model, Material.Rough(diffuse));
 }
示例#2
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 public static Graphic AsLight(this Model model, vec4 color)
 {
     return new ModelGraphic(model, EmissiveMaterial.Emissive(color));
 }
 /// <summary>
 /// Crea un material traslucido.
 /// </summary>
 //modificado para annadir densidad
 public static Material Translucent(vec4 diffuse, float shinness, float reflectance, float translucence, float density = 1.8f)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = shinness, Reflectance = reflectance, Translucence = translucence, Density = density, };
 }
 public static EmissiveMaterial Emissive(vec4 lightColor, float shinness = 0, float reflectance = 0, float translucence = 0, float density = 1.8f, IImage diffuse = null)
 {
     return new EmissiveMaterial { Diffuse = diffuse ?? Images.From(lightColor.ToColor()), LightColor = lightColor, Shinness = shinness, Reflectance = reflectance, Density = density, Translucence = translucence };
 }
        public static vec4 BicubicSample(this IImage image, float x, float y)
        {
            vec4[,] p = new vec4[4, 4];
            for (int i = 0; i < p.GetLength(0); i++)
            {
                for (int j = 0; j < p.GetLength(1); j++)
                {
                    p[i, j] = image[(int)Math.Floor((((y * image.Height - 1) % image.Height) + image.Height)) % image.Height, (int)Math.Floor((((x * image.Width - 1) % image.Width) + image.Width)) % image.Width];
                }
            }
            updateCoefficients(p);
            float x2 = x * x;
            float x3 = x2 * x;
            float y2 = y * y;
            float y3 = y2 * y;

            return (a00 + a01 * y + a02 * y2 + a03 * y3) +
                   (a10 + a11 * y + a12 * y2 + a13 * y3) * x +
                   (a20 + a21 * y + a22 * y2 + a23 * y3) * x2 +
                   (a30 + a31 * y + a32 * y2 + a33 * y3) * x3;
        }
 public static void updateCoefficients(vec4[,] p)
 {
     a00 = p[1, 1];
     a01 = -.5f * p[1, 0] + .5f * p[1, 2];
     a02 = p[1, 0] - 2.5f * p[1, 1] + 2 * p[1, 2] - .5f * p[1, 3];
     a03 = -.5f * p[1, 0] + 1.5f * p[1, 1] - 1.5f * p[1, 2] + .5f * p[1, 3];
     a10 = -.5f * p[0, 1] + .5f * p[2, 1];
     a11 = .25f * p[0, 0] - .25f * p[0, 2] - .25f * p[2, 0] + .25f * p[2, 2];
     a12 = -.5f * p[0, 0] + 1.25f * p[0, 1] - p[0, 2] + .25f * p[0, 3] + .5f * p[2, 0] - 1.25f * p[2, 1] + p[2, 2] - .25f * p[2, 3];
     a13 = .25f * p[0, 0] - .75f * p[0, 1] + .75f * p[0, 2] - .25f * p[0, 3] - .25f * p[2, 0] + .75f * p[2, 1] - .75f * p[2, 2] + .25f * p[2, 3];
     a20 = p[0, 1] - 2.5f * p[1, 1] + 2 * p[2, 1] - .5f * p[3, 1];
     a21 = -.5f * p[0, 0] + .5f * p[0, 2] + 1.25f * p[1, 0] - 1.25f * p[1, 2] - p[2, 0] + p[2, 2] + .25f * p[3, 0] - .25f * p[3, 2];
     a22 = p[0, 0] - 2.5f * p[0, 1] + 2 * p[0, 2] - .5f * p[0, 3] - 2.5f * p[1, 0] + 6.25f * p[1, 1] - 5 * p[1, 2] + 1.25f * p[1, 3] + 2 * p[2, 0] - 5 * p[2, 1] + 4 * p[2, 2] - p[2, 3] - .5f * p[3, 0] + 1.25f * p[3, 1] - p[3, 2] + .25f * p[3, 3];
     a23 = -.5f * p[0, 0] + 1.5f * p[0, 1] - 1.5f * p[0, 2] + .5f * p[0, 3] + 1.25f * p[1, 0] - 3.75f * p[1, 1] + 3.75f * p[1, 2] - 1.25f * p[1, 3] - p[2, 0] + 3 * p[2, 1] - 3 * p[2, 2] + p[2, 3] + .25f * p[3, 0] - .75f * p[3, 1] + .75f * p[3, 2] - .25f * p[3, 3];
     a30 = -.5f * p[0, 1] + 1.5f * p[1, 1] - 1.5f * p[2, 1] + .5f * p[3, 1];
     a31 = .25f * p[0, 0] - .25f * p[0, 2] - .75f * p[1, 0] + .75f * p[1, 2] + .75f * p[2, 0] - .75f * p[2, 2] - .25f * p[3, 0] + .25f * p[3, 2];
     a32 = -.5f * p[0, 0] + 1.25f * p[0, 1] - p[0, 2] + .25f * p[0, 3] + 1.5f * p[1, 0] - 3.75f * p[1, 1] + 3 * p[1, 2] - .75f * p[1, 3] - 1.5f * p[2, 0] + 3.75f * p[2, 1] - 3 * p[2, 2] + .75f * p[2, 3] + .5f * p[3, 0] - 1.25f * p[3, 1] + p[3, 2] - .25f * p[3, 3];
     a33 = .25f * p[0, 0] - .75f * p[0, 1] + .75f * p[0, 2] - .25f * p[0, 3] - .75f * p[1, 0] + 2.25f * p[1, 1] - 2.25f * p[1, 2] + .75f * p[1, 3] + .75f * p[2, 0] - 2.25f * p[2, 1] + 2.25f * p[2, 2] - .75f * p[2, 3] - .25f * p[3, 0] + .75f * p[3, 1] - .75f * p[3, 2] + .25f * p[3, 3];
 }
            //modificado escogia el color por la pos del punto
            private vec4 CalculateIlumination(IntersectionInfo info, Ray r, int depth)
            {
                Material material = info.ModelGraphic.Material;

                //Ver si el material es emisivo
                vec4 result = new vec4();
                if (material is EmissiveMaterial)
                    result = ((EmissiveMaterial)material).LightColor;

                //Ver si el material es bump
                if (material is BumpMaterial)
                {
                    var image = material.Diffuse;
                    int px = (int)(info.TextureCoordenates.X * (image.Width - 1));
                    int py = (int)(info.TextureCoordenates.Y * (image.Height - 1));
                    info.Normal = info.Normal + 10 * (vec3)((BumpMaterial)material).Normals[px, py];
                }

                //Buscando el color en el punto (se puede variar el modo de Sampling)
                vec4 colorOfPoint = material.Diffuse.BilinearSample(info.TextureCoordenates.X, 1-info.TextureCoordenates.Y); ;

                //Aporte de la luz ambiental
                result += (1 - material.Translucence) * colorOfPoint * Scene.AmbientLight;

                #region Aporte de cada luz al punto
                foreach (var light in Lights)
                {
                    Ray ray = Ray.FromTo(info.Position, light.Position);
                    bool eclipsedLight = false;

                    //Detectar si la luz es eclipsada por otro objeto
                    foreach (var graphic in Scene.Graphics)
                    {
                        IntersectionInfo infoAux;
                        if (Intersect(ray, graphic, out infoAux)
                        && (infoAux.Position - ray.From).Length < (light.Position - ray.From).Length
                        && (infoAux.ModelGraphic != light.ModelGraphic)
                        && (infoAux.ModelGraphic != info.ModelGraphic))
                        {
                            eclipsedLight = true;
                            break;
                        }
                    }
                    //Procesar el aporte de la luz si no esta eclipsada
                    if (!eclipsedLight)
                    {
                        //este vector tiene la direccion desde el pto a la luz
                        vec3 lightDirection = (light.Position - info.Position).Normalized;

                        //Aporte de la reflexion difusa
                        //la intensidad de la luz es directamente proporcional al coseno del angulo entre el rayo de luz y la normal
                        result += PutInRange(light.Intensity *  colorOfPoint *  (vec3.dot(lightDirection, info.Normal)));

                        //Aporte de la reflexion especular
                        result += PutInRange(light.Intensity * colorOfPoint * (float)Math.Pow(vec3.dot(info.Normal, lightDirection - r.Direction), material.Shinness));
                    }
                }
                #endregion

                if (depth > 0)
                {
                    //Aporte de la luz reflejada por otros objetos
                    Ray reflectionRay = Ray.FromDirection(info.Position, r.Direction - 2 * vec3.dot(r.Direction, info.Normal) * info.Normal);
                    vec4 reflectionColor = GetRayColor(reflectionRay, depth - 1, false);
                    result += material.Reflectance * reflectionColor;

                    //Aporte de la luz refractada
                    if(material.Translucence > 0)
                    {
                        float desc = (float)(1 + (Math.Pow(vec3.dot(-1 * r.Direction, info.Normal), 2) - 1) / Math.Pow(material.Density, 2));
                        if (desc > 0)
                        {
                            vec3 refractionDirection = (r.Direction*(1f/material.Density)) +
                                                       ((vec3.dot(-1 * r.Direction, info.Normal) * (1f / material.Density)) -
                                                        (float) Math.Sqrt(desc))*info.Normal;
                            Ray refractionRay = Ray.FromDirection(info.Position, refractionDirection);
                            vec4 refractionColor = GetRayColor(refractionRay, depth - 1, false);
                            result += material.Translucence *refractionColor;
                        }
                    }
                }
                return PutInRange(result);
            }
 private vec4 PutInRange( vec4 color)
 {
     color.X = Math.Min(Math.Max(color.X, 0), 1);
     color.Y = Math.Min(Math.Max(color.Y, 0), 1);
     color.Z = Math.Min(Math.Max(color.Z, 0), 1);
     color.W = Math.Min(Math.Max(color.W, 0), 1);
     return color;
 }
示例#9
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文件: vecs.cs 项目: sandygk/Rendering
        public static vec4 normalize(vec4 v)
        {
            float length = v.Length;
            if (length == 0)
                throw new InvalidOperationException();

            return new vec4(v.X / length, v.Y / length, v.Z / length, v.W / length);
        }
 //modificado
 public LightSource(vec3 position, vec4 intensity, ModelGraphic modelGraphicLight)
 {
     Position = position;
     Intensity = intensity;
     ModelGraphic = modelGraphicLight;
 }
示例#11
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文件: vecs.cs 项目: sandygk/Rendering
 public static float dot(vec4 v1, vec4 v2)
 {
     return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z + v1.W * v2.W;
 }
示例#12
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文件: vecs.cs 项目: sandygk/Rendering
 public static vec4 cross(vec4 v1, vec4 v2, vec4 v3)
 {
     throw new NotSupportedException();
 }
示例#13
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 public SolidImage(vec4 color)
 {
     this.Color = color;
 }
示例#14
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 /// <summary>
 /// Crea un material diffuse.
 /// </summary>
 public static Material Rough(vec4 diffuse)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = 0, Reflectance = 0f, Translucence = 0 };
 }
示例#15
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 /// <summary>
 /// Crea un material brilloso
 /// </summary>
 public static Material Glossy(vec4 diffuse, float shinness, float reflectance)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = shinness, Reflectance = reflectance, Translucence = 0 };
 }