use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class NormalShader method getRadiance.
public Color getRadiance(ShadingState state) {
Vector3 n = state.getNormal();
if (n == null) {
return Color.BLACK;
}
float r = (n.x + 1) * 0.5f;
float g = (n.y + 1) * 0.5f;
float b = (n.z + 1) * 0.5f;
return new Color(r, g, b);
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class ShinyDiffuseShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse;
// make sure we are on the right side of the material
state.faceforward();
diffuse = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float d = diffuse.getAverage();
float r = d * refl;
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) {
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);
}
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class CornellBox method prepareShadingState.
@Override
public void prepareShadingState(ShadingState state) {
state.init();
state.getRay().getPoint(state.getPoint());
int n = state.getPrimitiveID();
switch(n) {
case 0:
state.getNormal().set(new Vector3(1, 0, 0));
break;
case 1:
state.getNormal().set(new Vector3(-1, 0, 0));
break;
case 2:
state.getNormal().set(new Vector3(0, 1, 0));
break;
case 3:
state.getNormal().set(new Vector3(0, -1, 0));
break;
case 4:
state.getNormal().set(new Vector3(0, 0, 1));
break;
case 5:
state.getNormal().set(new Vector3(0, 0, -1));
break;
default:
state.getNormal().set(new Vector3(0, 0, 0));
break;
}
state.getGeoNormal().set(state.getNormal());
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
state.setShader(this);
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class Plane method prepareShadingState.
@Override
public void prepareShadingState(ShadingState state) {
state.init();
state.getRay().getPoint(state.getPoint());
Instance parent = state.getInstance();
Vector3 worldNormal = state.transformNormalObjectToWorld(normal);
state.getNormal().set(worldNormal);
state.getGeoNormal().set(worldNormal);
state.setShader(parent.getShader(0));
state.setModifier(parent.getModifier(0));
Point3 p = state.transformWorldToObject(state.getPoint());
float hu, hv;
switch(k) {
case 0:
{
hu = p.y;
hv = p.z;
break;
}
case 1:
{
hu = p.z;
hv = p.x;
break;
}
case 2:
{
hu = p.x;
hv = p.y;
break;
}
default:
hu = hv = 0;
}
state.getUV().x = hu * bnu + hv * bnv + bnd;
state.getUV().y = hu * cnu + hv * cnv + cnd;
state.setBasis(OrthoNormalBasis.makeFromW(normal));
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class MirrorShader method getRadiance.
public Color getRadiance(ShadingState state) {
if (!state.includeSpecular()) {
return Color.BLACK;
}
state.faceforward();
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();
ret.sub(color);
ret.mul(cos5);
ret.add(color);
return ret.mul(state.traceReflection(refRay, 0));
}
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