示例#1
0
        public override Vec3 GetColorValue(float u, float v, Vec3 p)
        {
            Vec3   p_N   = p.normalize();
            double sines = Math.Sin(n * p_N.x) * Math.Sin(n * p_N.y) * Math.Sin(n * p_N.z);//n这个系数越大,格子间距越小.但是这个算法有问题,可能是我传入的p用的问题

            if (sines <= 0)
            {
                return(odd.GetColorValue(u, v, p));
            }
            else
            {
                return(even.GetColorValue(u, v, p));
            }
        }
示例#2
0
        public static void GetSphereUV(Vec3 p, ref float u, ref float v)
        {
            //球面坐标投影到uv坐标
            p = p.normalize();
            //单位球面上坐标可以用θ(theta),φ(phi)两个角度变量表示.theta is the angle down from the pole, and phi is the angle around the axis through the poles,
            //比如
            //x = cos(phi) cos(theta)
            //y = sin(phi) cos(theta)
            //z = sin(theta)
            //然后uv坐标用这两个角度的话
            //u = phi / (2*Pi)  phi取值范围[0,2pi]
            //v = theta / Pi    theta取值范围[0,pi]
            double phi   = Math.Atan2(p.y, p.x); //取值范围为-π≤θ≤π
            double theta = Math.Asin(p.z);       //取值范围为-π/2 ≤θ≤π/2

            //范围映射下到需要的范围  phi取值范围[0,2pi]  theta取值范围[0,pi]
            phi   += Math.PI;
            theta += Math.PI / 2;
            //求uv
            u = (float)(phi / (2 * Math.PI));
            v = (float)(theta / Math.PI);
        }
示例#3
0
        Vec3 u, v, w;//camera coordinate,可能不需要保存

        //有时间有心情再把一些特性分离出component吧,一堆参数看着恶心,目前先把功能跑起来
        public Camera(Vec3 lookfrom, Vec3 lookat, Vec3 viewup, int _width, int _height, float _distance, float _render_depth, float _aperture, bool _enable_motion_blur)
        {
            viewpoint = lookfrom;

            Vec3 viewdir = lookat - lookfrom;

            width              = _width;
            height             = _height;
            distance           = _distance;
            render_depth       = _render_depth;
            aperture           = _aperture;
            enable_motion_blur = _enable_motion_blur;

            //建立右手系的相机坐标
            w = -viewdir.normalize();              //相机的z轴,对于相机往里(往后
            u = Vec3.cross(viewup, w).normalize(); //相机的x轴,对于相机水平向右
            v = Vec3.cross(w, u).normalize();      //相机的y轴,对于相机水平向上

            //按照相机的uvw坐标轴,构建二维像素坐标.[像素屏幕宽width,高height)
            pixel_origin     = lookfrom - width / 2 * u - height / 2 * v - distance * w;
            pixel_horizontal = width * u;
            pixel_vertical   = height * v;
        }