?? shinydiffuseshader.java
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package org.sunflow.core.shader;
import org.sunflow.SunflowAPI;
import org.sunflow.core.ParameterList;
import org.sunflow.core.Ray;
import org.sunflow.core.Shader;
import org.sunflow.core.ShadingState;
import org.sunflow.image.Color;
import org.sunflow.math.OrthoNormalBasis;
import org.sunflow.math.Vector3;
public class ShinyDiffuseShader implements Shader {
private Color diff;
private float refl;
public ShinyDiffuseShader() {
diff = Color.GRAY;
refl = 0.5f;
}
public boolean update(ParameterList pl, SunflowAPI api) {
diff = pl.getColor("diffuse", diff);
refl = pl.getFloat("shiny", refl);
return true;
}
public Color getDiffuse(ShadingState state) {
return diff;
}
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)));
}
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);
}
}
}
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