public Color getIrradiance(ShadingState state, Color diffuseReflectance) { OrthoNormalBasis onb = state.getBasis(); Vector3 w = new Vector3(); Color result = Color.black(); for (int i = 0; i < samples; i++) { float xi = (float) state.getRandom(i, 0, samples); float xj = (float) state.getRandom(i, 1, samples); float phi = (float) (2 * Math.PI * xi); float cosPhi = (float) Math.cos(phi); float sinPhi = (float) Math.sin(phi); float sinTheta = (float) Math.sqrt(xj); float cosTheta = (float) Math.sqrt(1.0f - xj); w.x = cosPhi * sinTheta; w.y = sinPhi * sinTheta; w.z = cosTheta; onb.transform(w); Ray r = new Ray(state.getPoint(), w); r.setMax(maxDist); result.add(Color.blend(bright, dark, state.traceShadow(r))); } return result.mul((float) Math.PI / samples); }
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(index2); 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 NONE: case FACE: { state.getNormal().set(ng); break; } case VERTEX: { int i30 = 3 * index0; int i31 = 3 * index1; int i32 = 3 * index2; int i33 = 3 * index3; float[] normals = this.normals.data; state.getNormal().x = k00 * normals[i30 + 0] + k10 * normals[i31 + 0] + k11 * normals[i32 + 0] + k01 * normals[i33 + 0]; state.getNormal().y = k00 * normals[i30 + 1] + k10 * normals[i31 + 1] + k11 * normals[i32 + 1] + k01 * normals[i33 + 1]; state.getNormal().z = k00 * normals[i30 + 2] + k10 * normals[i31 + 2] + k11 * normals[i32 + 2] + k01 * normals[i33 + 2]; state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal())); state.getNormal().normalize(); break; } case FACEVARYING: { int idx = 3 * quad; float[] normals = this.normals.data; state.getNormal().x = k00 * normals[idx + 0] + k10 * normals[idx + 3] + k11 * normals[idx + 6] + k01 * normals[idx + 9]; state.getNormal().y = k00 * normals[idx + 1] + k10 * normals[idx + 4] + k11 * normals[idx + 7] + k01 * normals[idx + 10]; state.getNormal().z = k00 * normals[idx + 2] + k10 * normals[idx + 5] + k11 * normals[idx + 8] + k01 * normals[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 NONE: case FACE: { state.getUV().x = 0; state.getUV().y = 0; break; } case VERTEX: { int i20 = 2 * index0; int i21 = 2 * index1; int i22 = 2 * index2; int i23 = 2 * index3; float[] uvs = this.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]; uv20 = uvs[i23 + 0]; uv21 = uvs[i23 + 1]; break; } case FACEVARYING: { int idx = quad << 1; float[] uvs = this.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]; uv30 = uvs[idx + 6]; uv31 = uvs[idx + 7]; break; } } if (uvs.interp != 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.f / 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)); }
public Color getRadiance(ShadingState state) { Vector3 n = state.getNormal(); float f = n == null ? 1.0F : Math.abs(state.getRay().dot(n)); return new Color(state.getInstance().hashCode()).mul(f); }
@Override public void prepareShadingState(ShadingState state) { if (state.getDepth() == 0) { state.setShader(state.getInstance().getShader(0)); } }
public void prepareShadingState(ShadingState state) { state.init(); state.getRay().getPoint(state.getPoint()); Instance parent = state.getInstance(); Point3 p = parent.transformWorldToObject(state.getPoint()); float deriv = p.x * p.x + p.y * p.y + p.z * p.z - ri2 - ro2; state.getNormal().set(p.x * deriv, p.y * deriv, p.z * deriv + 2 * ro2 * p.z); state.getNormal().normalize(); double phi = Math.asin(MathUtils.clamp(p.z / ri, -1, 1)); double theta = Math.atan2(p.y, p.x); if (theta < 0) theta += 2 * Math.PI; state.getUV().x = (float) (theta / (2 * Math.PI)); state.getUV().y = (float) ((phi + Math.PI / 2) / Math.PI); state.setShader(parent.getShader(0)); state.setModifier(parent.getModifier(0)); Vector3 worldNormal = parent.transformNormalObjectToWorld(state.getNormal()); state.getNormal().set(worldNormal); state.getNormal().normalize(); state.getGeoNormal().set(state.getNormal()); state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal())); }