use of org.sunflow.math.Vector3 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.math.Vector3 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);
}
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class Cylinder 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, 0);
state.getNormal().normalize();
float phi = (float) Math.atan2(state.getNormal().y, state.getNormal().x);
if (phi < 0) {
phi += 2 * Math.PI;
}
state.getUV().x = phi / (float) (2 * Math.PI);
state.getUV().y = (localPoint.z + 1) * 0.5f;
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
// into world space
Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
Vector3 v = state.transformVectorObjectToWorld(new Vector3(0, 0, 1));
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.Vector3 in project joons-renderer by joonhyublee.
the class JuliaFractal method prepareShadingState.
@Override
public void prepareShadingState(ShadingState state) {
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
// compute local normal
Point3 p = state.transformWorldToObject(state.getPoint());
float gx1w = p.x - DELTA;
float gx1x = p.y;
float gx1y = p.z;
float gx1z = 0;
float gx2w = p.x + DELTA;
float gx2x = p.y;
float gx2y = p.z;
float gx2z = 0;
float gy1w = p.x;
float gy1x = p.y - DELTA;
float gy1y = p.z;
float gy1z = 0;
float gy2w = p.x;
float gy2x = p.y + DELTA;
float gy2y = p.z;
float gy2z = 0;
float gz1w = p.x;
float gz1x = p.y;
float gz1y = p.z - DELTA;
float gz1z = 0;
float gz2w = p.x;
float gz2x = p.y;
float gz2y = p.z + DELTA;
float gz2z = 0;
for (int i = 0; i < maxIterations; i++) {
{
// z = z*z + c
float nw = gx1w * gx1w - gx1x * gx1x - gx1y * gx1y - gx1z * gx1z + cw;
gx1x = 2 * gx1w * gx1x + cx;
gx1y = 2 * gx1w * gx1y + cy;
gx1z = 2 * gx1w * gx1z + cz;
gx1w = nw;
}
{
// z = z*z + c
float nw = gx2w * gx2w - gx2x * gx2x - gx2y * gx2y - gx2z * gx2z + cw;
gx2x = 2 * gx2w * gx2x + cx;
gx2y = 2 * gx2w * gx2y + cy;
gx2z = 2 * gx2w * gx2z + cz;
gx2w = nw;
}
{
// z = z*z + c
float nw = gy1w * gy1w - gy1x * gy1x - gy1y * gy1y - gy1z * gy1z + cw;
gy1x = 2 * gy1w * gy1x + cx;
gy1y = 2 * gy1w * gy1y + cy;
gy1z = 2 * gy1w * gy1z + cz;
gy1w = nw;
}
{
// z = z*z + c
float nw = gy2w * gy2w - gy2x * gy2x - gy2y * gy2y - gy2z * gy2z + cw;
gy2x = 2 * gy2w * gy2x + cx;
gy2y = 2 * gy2w * gy2y + cy;
gy2z = 2 * gy2w * gy2z + cz;
gy2w = nw;
}
{
// z = z*z + c
float nw = gz1w * gz1w - gz1x * gz1x - gz1y * gz1y - gz1z * gz1z + cw;
gz1x = 2 * gz1w * gz1x + cx;
gz1y = 2 * gz1w * gz1y + cy;
gz1z = 2 * gz1w * gz1z + cz;
gz1w = nw;
}
{
// z = z*z + c
float nw = gz2w * gz2w - gz2x * gz2x - gz2y * gz2y - gz2z * gz2z + cw;
gz2x = 2 * gz2w * gz2x + cx;
gz2y = 2 * gz2w * gz2y + cy;
gz2z = 2 * gz2w * gz2z + cz;
gz2w = nw;
}
}
float gradX = length(gx2w, gx2x, gx2y, gx2z) - length(gx1w, gx1x, gx1y, gx1z);
float gradY = length(gy2w, gy2x, gy2y, gy2z) - length(gy1w, gy1x, gy1y, gy1z);
float gradZ = length(gz2w, gz2x, gz2y, gz2z) - length(gz1w, gz1x, gz1y, gz1z);
Vector3 n = new Vector3(gradX, gradY, gradZ);
state.getNormal().set(state.transformNormalObjectToWorld(n));
state.getNormal().normalize();
state.getGeoNormal().set(state.getNormal());
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
state.getPoint().x += state.getNormal().x * epsilon * 20;
state.getPoint().y += state.getNormal().y * epsilon * 20;
state.getPoint().z += state.getNormal().z * epsilon * 20;
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class Plane method update.
@Override
public boolean update(ParameterList pl, SunflowAPI api) {
center = pl.getPoint("center", center);
Point3 b = pl.getPoint("point1", null);
Point3 c = pl.getPoint("point2", null);
if (b != null && c != null) {
Point3 v0 = center;
Point3 v1 = b;
Point3 v2 = c;
Vector3 ng = normal = Vector3.cross(Point3.sub(v1, v0, new Vector3()), Point3.sub(v2, v0, new Vector3()), new Vector3()).normalize();
if (Math.abs(ng.x) > Math.abs(ng.y) && Math.abs(ng.x) > Math.abs(ng.z)) {
k = 0;
} else if (Math.abs(ng.y) > Math.abs(ng.z)) {
k = 1;
} else {
k = 2;
}
float ax, ay, bx, by, cx, cy;
switch(k) {
case 0:
{
ax = v0.y;
ay = v0.z;
bx = v2.y - ax;
by = v2.z - ay;
cx = v1.y - ax;
cy = v1.z - ay;
break;
}
case 1:
{
ax = v0.z;
ay = v0.x;
bx = v2.z - ax;
by = v2.x - ay;
cx = v1.z - ax;
cy = v1.x - ay;
break;
}
case 2:
default:
{
ax = v0.x;
ay = v0.y;
bx = v2.x - ax;
by = v2.y - ay;
cx = v1.x - ax;
cy = v1.y - ay;
}
}
float det = bx * cy - by * cx;
bnu = -by / det;
bnv = bx / det;
bnd = (by * ax - bx * ay) / det;
cnu = cy / det;
cnv = -cx / det;
cnd = (cx * ay - cy * ax) / det;
} else {
normal = pl.getVector("normal", normal);
k = 3;
bnu = bnv = bnd = 0;
cnu = cnv = cnd = 0;
}
return true;
}
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