use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class UberShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse, specular;
// make sure we are on the right side of the material
state.faceforward();
diffuse = getDiffuse(state);
specular = getSpecular(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float d = diffuse.getAverage();
float r = specular.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < d) {
// photon is scattered
power.mul(diffuse).mul(1.0f / d);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / d;
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);
} else if (rnd < d + r) {
if (glossyness == 0) {
float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
power.mul(diffuse).mul(1.0f / d);
// photon is reflected
float dn = 2 * cos;
Vector3 dir = new Vector3();
dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
} else {
float dn = 2.0f * state.getCosND();
// reflected direction
Vector3 refDir = new Vector3();
refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
power.mul(spec).mul(1.0f / r);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * (rnd - r) / r;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.pow(v, 1 / ((1.0f / glossyness) + 1));
float s1 = (float) Math.sqrt(1 - s * s);
Vector3 w = new Vector3((float) Math.cos(u) * s1, (float) Math.sin(u) * s1, s);
w = onb.transform(w, new Vector3());
state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
}
}
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class GlassShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
Color refr = Color.mul(1 - f0, color);
Color refl = Color.mul(f0, color);
float avgR = refl.getAverage();
float avgT = refr.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgR) {
state.faceforward();
// don't reflect internally
if (state.isBehind()) {
return;
}
// photon is reflected
float cos = state.getCosND();
power.mul(refl).mul(1.0f / avgR);
float dn = 2 * cos;
Vector3 dir = new Vector3();
dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
} else if (rnd < avgR + avgT) {
state.faceforward();
// photon is refracted
float cos = state.getCosND();
float neta = state.isBehind() ? eta : 1.0f / eta;
power.mul(refr).mul(1.0f / avgT);
float wK = -neta;
float arg = 1 - (neta * neta * (1 - (cos * cos)));
Vector3 dir = new Vector3();
if (state.isBehind() && absorptionDistance > 0) {
// this ray is inside the object and leaving it
// compute attenuation that occured along the ray
power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
}
if (arg < 0) {
// TIR
float dn = 2 * cos;
dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
} else {
float nK = (neta * cos) - (float) Math.sqrt(arg);
dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
}
}
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class GlassShader method getRadiance.
public Color getRadiance(ShadingState state) {
if (!state.includeSpecular()) {
return Color.BLACK;
}
Vector3 reflDir = new Vector3();
Vector3 refrDir = new Vector3();
state.faceforward();
float cos = state.getCosND();
boolean inside = state.isBehind();
float neta = inside ? eta : 1.0f / eta;
float dn = 2 * cos;
reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
// refracted ray
float arg = 1 - (neta * neta * (1 - (cos * cos)));
boolean tir = arg < 0;
if (tir) {
refrDir.x = refrDir.y = refrDir.z = 0;
} else {
float nK = (neta * cos) - (float) Math.sqrt(arg);
refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
}
// compute Fresnel terms
float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);
float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
float kt = 1 - kr;
Color absorbtion = null;
if (inside && absorptionDistance > 0) {
// this ray is inside the object and leaving it
// compute attenuation that occured along the ray
absorbtion = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
if (absorbtion.isBlack()) {
// nothing goes through
return Color.BLACK;
}
}
// refracted ray
Color ret = Color.black();
if (!tir) {
ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
}
if (!inside || tir) {
ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
}
return absorbtion != null ? ret.mul(absorbtion) : ret;
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class ViewCausticsShader method getRadiance.
public Color getRadiance(ShadingState state) {
state.faceforward();
state.initCausticSamples();
// integrate a diffuse function
Color lr = Color.black();
for (LightSample sample : state) {
lr.madd(sample.dot(state.getNormal()), sample.getDiffuseRadiance());
}
return lr.mul(1.0f / (float) Math.PI);
}
use of org.sunflow.image.Color in project joons-renderer by joonhyublee.
the class InstantGI method getGlobalRadiance.
@Override
public Color getGlobalRadiance(ShadingState state) {
Point3 p = state.getPoint();
Vector3 n = state.getNormal();
int set = (int) (state.getRandom(0, 1, 1) * numSets);
float maxAvgPow = 0;
float minDist = 1;
Color pow = null;
for (PointLight vpl : virtualLights[set]) {
maxAvgPow = Math.max(maxAvgPow, vpl.power.getAverage());
if (Vector3.dot(n, vpl.n) > 0.9f) {
float d = vpl.p.distanceToSquared(p);
if (d < minDist) {
pow = vpl.power;
minDist = d;
}
}
}
return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow);
}
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