?? ubershader.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.core.Texture;
import org.sunflow.core.TextureCache;
import org.sunflow.image.Color;
import org.sunflow.math.MathUtils;
import org.sunflow.math.OrthoNormalBasis;
import org.sunflow.math.Vector3;
public class UberShader implements Shader {
private Color diff;
private Color spec;
private Texture diffmap;
private Texture specmap;
private float diffBlend;
private float specBlend;
private float glossyness;
private int numSamples;
public UberShader() {
diff = spec = Color.GRAY;
diffmap = specmap = null;
diffBlend = specBlend = 1;
glossyness = 0;
numSamples = 4;
}
public boolean update(ParameterList pl, SunflowAPI api) {
diff = pl.getColor("diffuse", diff);
spec = pl.getColor("specular", spec);
String filename;
filename = pl.getString("diffuse.texture", null);
if (filename != null)
diffmap = TextureCache.getTexture(api.resolveTextureFilename(filename), false);
filename = pl.getString("specular.texture", null);
if (filename != null)
specmap = TextureCache.getTexture(api.resolveTextureFilename(filename), false);
diffBlend = MathUtils.clamp(pl.getFloat("diffuse.blend", diffBlend), 0, 1);
specBlend = MathUtils.clamp(pl.getFloat("specular.blend", diffBlend), 0, 1);
glossyness = MathUtils.clamp(pl.getFloat("glossyness", glossyness), 0, 1);
numSamples = pl.getInt("samples", numSamples);
return true;
}
public Color getDiffuse(ShadingState state) {
return diffmap == null ? diff : Color.blend(diff, diffmap.getPixel(state.getUV().x, state.getUV().y), diffBlend);
}
public Color getSpecular(ShadingState state) {
return specmap == null ? spec : Color.blend(spec, specmap.getPixel(state.getUV().x, state.getUV().y), specBlend);
}
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 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));
}
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse, specular;
// make sure we are on the right side of the material
state.faceforward();
diffuse = getDiffuse(state);
specular = getSpecular(state);
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float d = diffuse.getAverage();
float r = specular.getAverage();
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) {
if (glossyness == 0) {
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);
} else {
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 / r);
OrthoNormalBasis onb = state.getBasis();
double u = 2 * Math.PI * (rnd - r) / r;
double v = state.getRandom(0, 1, 1);
float s = (float) Math.pow(v, 1 / ((1.0f / glossyness) + 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);
}
}
}
}
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