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Example 11 with Instance

use of org.sunflow.core.Instance in project joons-renderer by joonhyublee.

the class Sphere method prepareShadingState.

@Override
public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Instance parent = state.getInstance();
    Point3 localPoint = state.transformWorldToObject(state.getPoint());
    state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
    state.getNormal().normalize();
    float phi = (float) Math.atan2(state.getNormal().y, state.getNormal().x);
    if (phi < 0) {
        phi += 2 * Math.PI;
    }
    float theta = (float) Math.acos(state.getNormal().z);
    state.getUV().y = theta / (float) Math.PI;
    state.getUV().x = phi / (float) (2 * Math.PI);
    Vector3 v = new Vector3();
    v.x = -2 * (float) Math.PI * state.getNormal().y;
    v.y = 2 * (float) Math.PI * state.getNormal().x;
    v.z = 0;
    state.setShader(parent.getShader(0));
    state.setModifier(parent.getModifier(0));
    // into world space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    v = state.transformVectorObjectToWorld(v);
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    // compute basis in world space
    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
}
Also used : Point3(org.sunflow.math.Point3) Instance(org.sunflow.core.Instance) Vector3(org.sunflow.math.Vector3)

Example 12 with Instance

use of org.sunflow.core.Instance in project joons-renderer by joonhyublee.

the class Torus method prepareShadingState.

public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Instance parent = state.getInstance();
    // get local point
    Point3 p = state.transformWorldToObject(state.getPoint());
    // compute local normal
    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));
    // into world space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    // make basis in world space
    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
Also used : Point3(org.sunflow.math.Point3) Instance(org.sunflow.core.Instance) Vector3(org.sunflow.math.Vector3)

Example 13 with Instance

use of org.sunflow.core.Instance in project joons-renderer by joonhyublee.

the class CubeGrid method prepareShadingState.

@Override
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));
}
Also used : Instance(org.sunflow.core.Instance) Vector3(org.sunflow.math.Vector3)

Example 14 with Instance

use of org.sunflow.core.Instance in project joons-renderer by joonhyublee.

the class QuadMesh method prepareShadingState.

@Override
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[] normalsv = this.normals.data;
                state.getNormal().x = k00 * normalsv[i30 + 0] + k10 * normalsv[i31 + 0] + k11 * normalsv[i32 + 0] + k01 * normalsv[i33 + 0];
                state.getNormal().y = k00 * normalsv[i30 + 1] + k10 * normalsv[i31 + 1] + k11 * normalsv[i32 + 1] + k01 * normalsv[i33 + 1];
                state.getNormal().z = k00 * normalsv[i30 + 2] + k10 * normalsv[i31 + 2] + k11 * normalsv[i32 + 2] + k01 * normalsv[i33 + 2];
                state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
                state.getNormal().normalize();
                break;
            }
        case FACEVARYING:
            {
                int idx = 3 * quad;
                float[] normalsf = this.normals.data;
                state.getNormal().x = k00 * normalsf[idx + 0] + k10 * normalsf[idx + 3] + k11 * normalsf[idx + 6] + k01 * normalsf[idx + 9];
                state.getNormal().y = k00 * normalsf[idx + 1] + k10 * normalsf[idx + 4] + k11 * normalsf[idx + 7] + k01 * normalsf[idx + 10];
                state.getNormal().z = k00 * normalsf[idx + 2] + k10 * normalsf[idx + 5] + k11 * normalsf[idx + 8] + k01 * normalsf[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[] uvsv = this.uvs.data;
                uv00 = uvsv[i20 + 0];
                uv01 = uvsv[i20 + 1];
                uv10 = uvsv[i21 + 0];
                uv11 = uvsv[i21 + 1];
                uv20 = uvsv[i22 + 0];
                uv21 = uvsv[i22 + 1];
                uv20 = uvsv[i23 + 0];
                uv21 = uvsv[i23 + 1];
                break;
            }
        case FACEVARYING:
            {
                int idx = quad << 1;
                float[] uvsf = this.uvs.data;
                uv00 = uvsf[idx + 0];
                uv01 = uvsf[idx + 1];
                uv10 = uvsf[idx + 2];
                uv11 = uvsf[idx + 3];
                uv20 = uvsf[idx + 4];
                uv21 = uvsf[idx + 5];
                uv30 = uvsf[idx + 6];
                uv31 = uvsf[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));
}
Also used : Point3(org.sunflow.math.Point3) Instance(org.sunflow.core.Instance) Vector3(org.sunflow.math.Vector3)

Example 15 with Instance

use of org.sunflow.core.Instance in project joons-renderer by joonhyublee.

the class SphereFlake method prepareShadingState.

public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Instance parent = state.getInstance();
    Point3 localPoint = state.transformWorldToObject(state.getPoint());
    float cx = state.getU();
    float cy = state.getV();
    float cz = state.getW();
    state.getNormal().set(localPoint.x - cx, localPoint.y - cy, localPoint.z - cz);
    state.getNormal().normalize();
    float phi = (float) Math.atan2(state.getNormal().y, state.getNormal().x);
    if (phi < 0) {
        phi += 2 * Math.PI;
    }
    float theta = (float) Math.acos(state.getNormal().z);
    state.getUV().y = theta / (float) Math.PI;
    state.getUV().x = phi / (float) (2 * Math.PI);
    Vector3 v = new Vector3();
    v.x = -2 * (float) Math.PI * state.getNormal().y;
    v.y = 2 * (float) Math.PI * state.getNormal().x;
    v.z = 0;
    state.setShader(parent.getShader(0));
    state.setModifier(parent.getModifier(0));
    // into world space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    v = state.transformVectorObjectToWorld(v);
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    // compute basis in world space
    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
}
Also used : Point3(org.sunflow.math.Point3) Instance(org.sunflow.core.Instance) Vector3(org.sunflow.math.Vector3)

Aggregations

Instance (org.sunflow.core.Instance)15 Vector3 (org.sunflow.math.Vector3)11 Point3 (org.sunflow.math.Point3)9 Shader (org.sunflow.core.Shader)3 FastHashMap (org.sunflow.util.FastHashMap)2 ArrayList (java.util.ArrayList)1 Geometry (org.sunflow.core.Geometry)1 ImageSampler (org.sunflow.core.ImageSampler)1 LightSource (org.sunflow.core.LightSource)1 Modifier (org.sunflow.core.Modifier)1 Options (org.sunflow.core.Options)1 Ray (org.sunflow.core.Ray)1