📄 ambientocclusiongiengine.java
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package org.sunflow.core.gi;
import org.sunflow.core.GIEngine;
import org.sunflow.core.Options;
import org.sunflow.core.Ray;
import org.sunflow.core.Scene;
import org.sunflow.core.ShadingState;
import org.sunflow.image.Color;
import org.sunflow.math.OrthoNormalBasis;
import org.sunflow.math.Vector3;
public class AmbientOcclusionGIEngine implements GIEngine {
private Color bright;
private Color dark;
private int samples;
private float maxDist;
public AmbientOcclusionGIEngine(Options options) {
bright = options.getColor("gi.ambocc.bright", Color.WHITE);
dark = options.getColor("gi.ambocc.dark", Color.BLACK);
samples = options.getInt("gi.ambocc.samples", 32);
maxDist = options.getFloat("gi.ambocc.maxdist", 0);
maxDist = (maxDist <= 0) ? Float.POSITIVE_INFINITY : maxDist;
}
public Color getGlobalRadiance(ShadingState state) {
return Color.BLACK;
}
public boolean init(Scene scene) {
return true;
}
public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
OrthoNormalBasis onb = state.getBasis();
Vector3 w = new Vector3();
Color result = Color.black();
for (int i = 0; i < samples; i++) {
float xi = (float) state.getRandom(i, 0, samples);
float xj = (float) state.getRandom(i, 1, samples);
float phi = (float) (2 * Math.PI * xi);
float cosPhi = (float) Math.cos(phi);
float sinPhi = (float) Math.sin(phi);
float sinTheta = (float) Math.sqrt(xj);
float cosTheta = (float) Math.sqrt(1.0f - xj);
w.x = cosPhi * sinTheta;
w.y = sinPhi * sinTheta;
w.z = cosTheta;
onb.transform(w);
Ray r = new Ray(state.getPoint(), w);
r.setMax(maxDist);
result.add(Color.blend(bright, dark, state.traceShadow(r)));
}
return result.mul((float) Math.PI / samples);
}
}
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