use of org.sunflow.math.Point3 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));
}
use of org.sunflow.math.Point3 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()));
}
use of org.sunflow.math.Point3 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));
}
use of org.sunflow.math.Point3 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));
}
use of org.sunflow.math.Point3 in project joons-renderer by joonhyublee.
the class FileMesh method generate.
private TriangleMesh generate(int[] tris, float[] verts, boolean smoothNormals) {
ParameterList pl = new ParameterList();
pl.addIntegerArray("triangles", tris);
pl.addPoints("points", InterpolationType.VERTEX, verts);
if (smoothNormals) {
// filled with 0's
float[] normals = new float[verts.length];
Point3 p0 = new Point3();
Point3 p1 = new Point3();
Point3 p2 = new Point3();
Vector3 n = new Vector3();
for (int i3 = 0; i3 < tris.length; i3 += 3) {
int v0 = tris[i3 + 0];
int v1 = tris[i3 + 1];
int v2 = tris[i3 + 2];
p0.set(verts[3 * v0 + 0], verts[3 * v0 + 1], verts[3 * v0 + 2]);
p1.set(verts[3 * v1 + 0], verts[3 * v1 + 1], verts[3 * v1 + 2]);
p2.set(verts[3 * v2 + 0], verts[3 * v2 + 1], verts[3 * v2 + 2]);
// compute normal
Point3.normal(p0, p1, p2, n);
// add face normal to each vertex
// note that these are not normalized so this in fact weights
// each normal by the area of the triangle
normals[3 * v0 + 0] += n.x;
normals[3 * v0 + 1] += n.y;
normals[3 * v0 + 2] += n.z;
normals[3 * v1 + 0] += n.x;
normals[3 * v1 + 1] += n.y;
normals[3 * v1 + 2] += n.z;
normals[3 * v2 + 0] += n.x;
normals[3 * v2 + 1] += n.y;
normals[3 * v2 + 2] += n.z;
}
// normalize all the vectors
for (int i3 = 0; i3 < normals.length; i3 += 3) {
n.set(normals[i3 + 0], normals[i3 + 1], normals[i3 + 2]);
n.normalize();
normals[i3 + 0] = n.x;
normals[i3 + 1] = n.y;
normals[i3 + 2] = n.z;
}
pl.addVectors("normals", InterpolationType.VERTEX, normals);
}
TriangleMesh m = new TriangleMesh();
if (m.update(pl, null)) {
return m;
}
// printed by the mesh itself - no need to repeat it here
return null;
}
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