示例#1
0
        static float ElementShadow(Vector3 v, float rSquared, Vector3 receiverNormal,

                                   Vector3 emitterNormal, float emitterArea)
        {
            // we assume that emitterArea has already been divided by PI

            return((1.0f - 1.0f / SstlHelper.Sqrt(emitterArea / rSquared + 1.0f)) *

                   SstlHelper.Clamp(Vector3.Dot(emitterNormal, v), 0f, 1.0f) *

                   SstlHelper.Clamp(4 * Vector3.Dot(receiverNormal, v), 0f, 1.0f));
        }
示例#2
0
        public void __Render(Matrix4 mvp)
        {
            if (Verteces.Count == 0)
            {
                return;
            }

            Vector3 ambient            = new Vector3(0.1f, 0.1f, 0.1f);
            Vector3 lightVecNormalized = Vector3.Normalize(new Vector3(0.5f, 0.5f, 2));
            Vector3 lightColor         = new Vector3(0.7f, 0.7f, 0.7f);
            Vector3 lightColorRefl     = new Vector3(0.7f, 0.0f, 0.0f);

            if (!AoTest)
            {
                GL.Begin(PrimitiveType.Triangles);
                for (int i = 0; i < Indeces.Count; i += 3)
                {
                    VertexPositionNormalTexture v0 = Verteces[(int)Indeces[i]];
                    var   normal  = -Vector4.Transform(new Vector4(v0.Normal, 0), mvp).Xyz;
                    float diffuse = SstlHelper.Clamp(Vector3.Dot(lightVecNormalized, Vector3.Normalize(normal)), 0.0f,
                                                     1.0f);
                    float diffuseRefl = SstlHelper.Clamp(Vector3.Dot(lightVecNormalized, Vector3.Normalize(-normal)),
                                                         0.0f, 1.0f);
                    var outFragColor = new Vector4(ambient + (diffuse * lightColor + diffuseRefl * lightColorRefl) * v0.Ao,
                                                   1.0f);
                    GL.Color4(outFragColor);
                    GL.Normal3(v0.Normal);
                    GL.Vertex3(v0.Position);
                    GL.Vertex3(Verteces[(int)Indeces[i + 1]].Position);
                    GL.Vertex3(Verteces[(int)Indeces[i + 2]].Position);
                }
                GL.End();
            }
            else
            {
                lightColor     = new Vector3(0.0f, 0.0f, 0.0f);
                lightColorRefl = new Vector3(1.0f, 0.0f, 0.0f);
                GL.Begin(PrimitiveType.Triangles);
                for (int i = 0; i < Indeces.Count; i += 3)
                {
                    VertexPositionNormalTexture v0 = Verteces[(int)Indeces[i]];
                    var outFragColor = new Vector4(Vector3.Lerp(lightColorRefl, lightColor, v0.Ao), 1.0f);
                    GL.Color4(outFragColor);
                    GL.Normal3(v0.Normal);
                    GL.Vertex3(v0.Position);
                    GL.Vertex3(Verteces[(int)Indeces[i + 1]].Position);
                    GL.Vertex3(Verteces[(int)Indeces[i + 2]].Position);
                }
                GL.End();
            }
        }