use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class TriangleMesh 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();
float w = 1 - u - v;
state.getRay().getPoint(state.getPoint());
int tri = 3 * primID;
int index0 = triangles[tri + 0];
int index1 = triangles[tri + 1];
int index2 = triangles[tri + 2];
Point3 v0p = getPoint(index0);
Point3 v1p = getPoint(index1);
Point3 v2p = getPoint(index2);
Vector3 ng = Point3.normal(v0p, v1p, v2p);
ng = state.transformNormalObjectToWorld(ng);
ng.normalize();
state.getGeoNormal().set(ng);
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;
float[] normalsu = this.normals.data;
state.getNormal().x = w * normalsu[i30 + 0] + u * normalsu[i31 + 0] + v * normalsu[i32 + 0];
state.getNormal().y = w * normalsu[i30 + 1] + u * normalsu[i31 + 1] + v * normalsu[i32 + 1];
state.getNormal().z = w * normalsu[i30 + 2] + u * normalsu[i31 + 2] + v * normalsu[i32 + 2];
state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
case FACEVARYING:
{
int idx = 3 * tri;
float[] normalsu = this.normals.data;
state.getNormal().x = w * normalsu[idx + 0] + u * normalsu[idx + 3] + v * normalsu[idx + 6];
state.getNormal().y = w * normalsu[idx + 1] + u * normalsu[idx + 4] + v * normalsu[idx + 7];
state.getNormal().z = w * normalsu[idx + 2] + u * normalsu[idx + 5] + v * normalsu[idx + 8];
state.getNormal().set(state.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
}
float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 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;
float[] uvsu = this.uvs.data;
uv00 = uvsu[i20 + 0];
uv01 = uvsu[i20 + 1];
uv10 = uvsu[i21 + 0];
uv11 = uvsu[i21 + 1];
uv20 = uvsu[i22 + 0];
uv21 = uvsu[i22 + 1];
break;
}
case FACEVARYING:
{
int idx = tri << 1;
float[] uvsu = this.uvs.data;
uv00 = uvsu[idx + 0];
uv01 = uvsu[idx + 1];
uv10 = uvsu[idx + 2];
uv11 = uvsu[idx + 3];
uv20 = uvsu[idx + 4];
uv21 = uvsu[idx + 5];
break;
}
}
if (uvs.interp != InterpolationType.NONE) {
// get exact uv coords and compute tangent vectors
state.getUV().x = w * uv00 + u * uv10 + v * uv20;
state.getUV().y = w * uv01 + u * uv11 + v * uv21;
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));
}
use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class CausticPhotonMap method store.
@Override
public void store(ShadingState state, Vector3 dir, Color power, Color diffuse) {
if (((state.getDiffuseDepth() == 0) && (state.getReflectionDepth() > 0 || state.getRefractionDepth() > 0))) {
// this is a caustic photon
Photon p = new Photon(state.getPoint(), dir, power);
synchronized (this) {
storedPhotons++;
photonList.add(p);
bounds.include(new Point3(p.x, p.y, p.z));
maxPower = Math.max(maxPower, power.getMax());
}
}
}
use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class SCParser method parseCameraMatrix.
private void parseCameraMatrix(int index, SunflowAPIInterface api) throws IOException, ParserException {
String offset = index < 0 ? "" : String.format("[%d]", index);
if (p.peekNextToken(TRANSFORM)) {
// advanced camera
api.parameter(String.format("transform%s", offset), parseMatrix());
} else {
if (index >= 0) {
p.checkNextToken("{");
}
// regular camera specification
p.checkNextToken("eye");
Point3 eye = parsePoint();
p.checkNextToken("target");
Point3 target = parsePoint();
p.checkNextToken("up");
Vector3 up = parseVector();
api.parameter(String.format("transform%s", offset), Matrix4.lookAt(eye, target, up));
if (index >= 0) {
p.checkNextToken("}");
}
}
}
use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class GlobalPhotonMap method precomputeRadiance.
public void precomputeRadiance() {
if (storedPhotons == 0) {
return;
}
// precompute the radiance for all photons that are neither
// leaves nor parents of leaves in the tree.
int quadStoredPhotons = halfStoredPhotons / 2;
Point3 p = new Point3();
Vector3 n = new Vector3();
Point3 ppos = new Point3();
Vector3 pdir = new Vector3();
Vector3 pvec = new Vector3();
Color irr = new Color();
Color pow = new Color();
float maxDist2 = gatherRadius * gatherRadius;
NearestPhotons np = new NearestPhotons(p, numGather, maxDist2);
Photon[] temp = new Photon[quadStoredPhotons + 1];
UI.taskStart("Precomputing radiance", 1, quadStoredPhotons);
for (int i = 1; i <= quadStoredPhotons; i++) {
UI.taskUpdate(i);
Photon curr = photons[i];
p.set(curr.x, curr.y, curr.z);
Vector3.decode(curr.normal, n);
irr.set(Color.BLACK);
np.reset(p, maxDist2);
locatePhotons(np);
if (np.found < 8) {
curr.data = 0;
temp[i] = curr;
continue;
}
float invArea = 1.0f / ((float) Math.PI * np.dist2[0]);
float maxNDist = np.dist2[0] * 0.05f;
for (int j = 1; j <= np.found; j++) {
Photon phot = np.index[j];
Vector3.decode(phot.dir, pdir);
float cos = -Vector3.dot(pdir, n);
if (cos > 0.01f) {
ppos.set(phot.x, phot.y, phot.z);
Point3.sub(ppos, p, pvec);
float pcos = Vector3.dot(pvec, n);
if ((pcos < maxNDist) && (pcos > -maxNDist)) {
irr.add(pow.setRGBE(phot.power));
}
}
}
irr.mul(invArea);
// compute radiance
irr.mul(new Color(curr.data)).mul(1.0f / (float) Math.PI);
curr.data = irr.toRGBE();
temp[i] = curr;
}
UI.taskStop();
// resize photon map to only include irradiance photons
numGather /= 4;
maxRadius = 1.4f * (float) Math.sqrt(maxPower * numGather);
if (gatherRadius > maxRadius) {
gatherRadius = maxRadius;
}
storedPhotons = quadStoredPhotons;
halfStoredPhotons = storedPhotons / 2;
log2n = (int) Math.ceil(Math.log(storedPhotons) / Math.log(2.0));
photons = temp;
hasRadiance = true;
}
use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class DirectionalSpotlight method getSamples.
public void getSamples(ShadingState state) {
if (Vector3.dot(dir, state.getGeoNormal()) < 0 && Vector3.dot(dir, state.getNormal()) < 0) {
// project point onto source plane
float x = state.getPoint().x - src.x;
float y = state.getPoint().y - src.y;
float z = state.getPoint().z - src.z;
float t = ((x * dir.x) + (y * dir.y) + (z * dir.z));
if (t >= 0.0) {
x -= (t * dir.x);
y -= (t * dir.y);
z -= (t * dir.z);
if (((x * x) + (y * y) + (z * z)) <= r2) {
Point3 p = new Point3();
p.x = src.x + x;
p.y = src.y + y;
p.z = src.z + z;
LightSample dest = new LightSample();
dest.setShadowRay(new Ray(state.getPoint(), p));
dest.setRadiance(radiance, radiance);
dest.traceShadow(state);
state.addSample(dest);
}
}
}
}
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