use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class AnisotropicWardShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
// make sure we are on the right side of the material
state.faceforward();
Color d = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, d);
float avgD = d.getAverage();
float avgS = rhoS.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgD) {
// photon is scattered diffusely
power.mul(d).mul(1.0f / avgD);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avgD;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.sqrt(v);
float s1 = (float) Math.sqrt(1.0f - v);
Vector3 w = new Vector3((float) Math.cos(u) * s, (float) Math.sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
} else if (rnd < avgD + avgS) {
// photon is scattered specularly
power.mul(rhoS).mul(1 / avgS);
OrthoNormalBasis basis = state.getBasis();
Vector3 in = state.getRay().getDirection().negate(new Vector3());
double r1 = rnd / avgS;
double r2 = state.getRandom(0, 1, 1);
float alphaRatio = alphaY / alphaX;
float phi = 0;
if (r1 < 0.25) {
double val = 4 * r1;
phi = (float) Math.atan(alphaRatio * Math.tan(Math.PI / 2 * val));
} else if (r1 < 0.5) {
double val = 1 - 4 * (0.5 - r1);
phi = (float) Math.atan(alphaRatio * Math.tan(Math.PI / 2 * val));
phi = (float) Math.PI - phi;
} else if (r1 < 0.75) {
double val = 4 * (r1 - 0.5);
phi = (float) Math.atan(alphaRatio * Math.tan(Math.PI / 2 * val));
phi += Math.PI;
} else {
double val = 1 - 4 * (1 - r1);
phi = (float) Math.atan(alphaRatio * Math.tan(Math.PI / 2 * val));
phi = 2 * (float) Math.PI - phi;
}
float cosPhi = (float) Math.cos(phi);
float sinPhi = (float) Math.sin(phi);
float denom = (cosPhi * cosPhi) / (alphaX * alphaX) + (sinPhi * sinPhi) / (alphaY * alphaY);
float theta = (float) Math.atan(Math.sqrt(-Math.log(1 - r2) / denom));
float sinTheta = (float) Math.sin(theta);
float cosTheta = (float) Math.cos(theta);
Vector3 h = new Vector3();
h.x = sinTheta * cosPhi;
h.y = sinTheta * sinPhi;
h.z = cosTheta;
basis.transform(h);
Vector3 o = new Vector3();
float ih = Vector3.dot(h, in);
o.x = 2 * ih * h.x - in.x;
o.y = 2 * ih * h.y - in.y;
o.z = 2 * ih * h.z - in.z;
Ray r = new Ray(state.getPoint(), o);
state.traceReflectionPhoton(r, power);
}
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class DiffuseShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse;
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) {
state.getNormal().negate();
state.getGeoNormal().negate();
}
diffuse = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float avg = diffuse.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg) {
// photon is scattered
power.mul(diffuse).mul(1.0f / avg);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avg;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.sqrt(v);
float s1 = (float) Math.sqrt(1.0 - v);
Vector3 w = new Vector3((float) Math.cos(u) * s, (float) Math.sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class IDShader method getRadiance.
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);
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class ShinyDiffuseShader method getRadiance.
public Color getRadiance(ShadingState state) {
// make sure we are on the right side of the material
state.faceforward();
// direct lighting
state.initLightSamples();
state.initCausticSamples();
Color d = getDiffuse(state);
Color lr = state.diffuse(d);
if (!state.includeSpecular()) {
return lr;
}
float cos = state.getCosND();
float dn = 2 * cos;
Vector3 refDir = new Vector3();
refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
Ray refRay = new Ray(state.getPoint(), refDir);
// compute Fresnel term
cos = 1 - cos;
float cos2 = cos * cos;
float cos5 = cos2 * cos2 * cos;
Color ret = Color.white();
Color r = d.copy().mul(refl);
ret.sub(r);
ret.mul(cos5);
ret.add(r);
return lr.add(ret.mul(state.traceReflection(refRay, 0)));
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class CornellBox method scatterPhoton.
@Override
public void scatterPhoton(ShadingState state, Color power) {
int side = state.getPrimitiveID();
Color kd = null;
switch(side) {
case 0:
kd = left;
break;
case 1:
kd = right;
break;
case 3:
kd = back;
break;
case 4:
kd = bottom;
break;
case 5:
float lx = state.getPoint().x;
float ly = state.getPoint().y;
if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0) {
return;
}
kd = top;
break;
default:
assert false;
}
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0) {
state.getNormal().negate();
state.getGeoNormal().negate();
}
state.storePhoton(state.getRay().getDirection(), power, kd);
double avg = kd.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg) {
// photon is scattered
power.mul(kd).mul(1 / (float) avg);
OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
double u = 2 * Math.PI * rnd / avg;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.sqrt(v);
float s1 = (float) Math.sqrt(1.0 - v);
Vector3 w = new Vector3((float) Math.cos(u) * s, (float) Math.sin(u) * s, s1);
w = onb.transform(w, new Vector3());
state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
}
}
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