use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class MirrorShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
float avg = color.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd >= avg) {
return;
}
state.faceforward();
float cos = state.getCosND();
power.mul(color).mul(1.0f / avg);
// 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 PhongShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
// make sure we are on the right side of the material
state.faceforward();
Color d = getDiffuse(state);
state.storePhoton(state.getRay().getDirection(), power, d);
float avgD = d.getAverage();
float avgS = spec.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avgD) {
// photon is scattered diffusely
power.mul(d).mul(1.0f / avgD);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * rnd / avgD;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.sqrt(v);
float s1 = (float) Math.sqrt(1.0f - 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 < avgD + avgS) {
// photon is scattered specularly
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 / avgS);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * (rnd - avgD) / avgS;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.pow(v, 1 / (this.power + 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.math.Vector3 in project joons-renderer by joonhyublee.
the class QuickGrayShader method scatterPhoton.
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse;
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) {
state.getNormal().negate();
state.getGeoNormal().negate();
}
diffuse = Color.GRAY;
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float avg = diffuse.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg) {
// photon is scattered
power.mul(diffuse).mul(1.0f / avg);
OrthoNormalBasis onb = state.getBasis();
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 UberShader 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;
}
if (glossyness == 0) {
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 spec = getSpecular(state);
Color ret = Color.white();
ret.sub(spec);
ret.mul(cos5);
ret.add(spec);
return lr.add(ret.mul(state.traceReflection(refRay, 0)));
} else {
return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples));
}
}
use of org.sunflow.math.Vector3 in project joons-renderer by joonhyublee.
the class RealtimeBenchmark method createGeometry.
private void createGeometry() {
// light source
parameter("source", new Point3(-15.5945f, -30.0581f, 45.967f));
parameter("dir", new Vector3(15.5945f, 30.0581f, -45.967f));
parameter("radius", 60.0f);
parameter("radiance", null, 3, 3, 3);
light("light", "directional");
// gi-engine
parameter("gi.engine", "fake");
parameter("gi.fake.sky", null, 0.25f, 0.25f, 0.25f);
parameter("gi.fake.ground", null, 0.01f, 0.01f, 0.5f);
parameter("gi.fake.up", new Vector3(0, 0, 1));
options(DEFAULT_OPTIONS);
// shaders
parameter("diffuse", null, 0.5f, 0.5f, 0.5f);
shader("default", "diffuse");
parameter("diffuse", null, 0.5f, 0.5f, 0.5f);
parameter("shiny", 0.2f);
shader("refl", "shiny_diffuse");
// objects
// teapot
parameter("subdivs", 10);
geometry("teapot", "teapot");
parameter("shaders", "default");
Matrix4 m = Matrix4.IDENTITY;
m = Matrix4.scale(0.075f).multiply(m);
m = Matrix4.rotateZ((float) Math.toRadians(-45f)).multiply(m);
m = Matrix4.translation(-7, 0, 0).multiply(m);
parameter(TRANSFORM, m);
instance("teapot.instance", "teapot");
// gumbo
parameter("subdivs", 10);
geometry("gumbo", "gumbo");
m = Matrix4.IDENTITY;
m = Matrix4.scale(0.5f).multiply(m);
m = Matrix4.rotateZ((float) Math.toRadians(25f)).multiply(m);
m = Matrix4.translation(3, -7, 0).multiply(m);
parameter("shaders", "default");
parameter(TRANSFORM, m);
instance("gumbo.instance", "gumbo");
// ground plane
parameter("center", new Point3(0, 0, 0));
parameter("normal", new Vector3(0, 0, 1));
geometry("ground", "plane");
parameter("shaders", "refl");
instance("ground.instance", "ground");
}
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