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📄 glassshader.java

📁 Sunflow是一个照片级的渲染系统
💻 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.Vector3;

public class GlassShader implements Shader {
    private float eta; // refraction index ratio
    private float f0; // fresnel normal incidence
    private Color color;
    private float absorbtionDistance;
    private Color absorbtionColor;

    public GlassShader() {
        eta = 1.3f;
        color = Color.WHITE;
        absorbtionDistance = 0; // disabled by default
        absorbtionColor = Color.GRAY; // 50% absorbtion
    }

    public boolean update(ParameterList pl, SunflowAPI api) {
        color = pl.getColor("color", color);
        eta = pl.getFloat("eta", eta);
        f0 = (1 - eta) / (1 + eta);
        f0 = f0 * f0;
        absorbtionDistance = pl.getFloat("absorbtion.distance", absorbtionDistance);
        absorbtionColor = pl.getColor("absorbtion.color", absorbtionColor);
        return true;
    }

    public Color getRadiance(ShadingState state) {
        if (!state.includeSpecular())
            return Color.BLACK;
        Vector3 reflDir = new Vector3();
        Vector3 refrDir = new Vector3();
        state.faceforward();
        float cos = state.getCosND();
        boolean inside = state.isBehind();
        float neta = inside ? eta : 1.0f / eta;

        float dn = 2 * cos;
        reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
        reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
        reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;

        // refracted ray
        float arg = 1 - (neta * neta * (1 - (cos * cos)));
        boolean tir = arg < 0;
        if (tir)
            refrDir.x = refrDir.y = refrDir.z = 0;
        else {
            float nK = (neta * cos) - (float) Math.sqrt(arg);
            refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
            refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
            refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
        }

        // compute Fresnel terms
        float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
        float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);

        float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
        float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
        float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
        float kt = 1 - kr;

        Color absorbtion = null;
        if (inside && absorbtionDistance > 0) {
            // this ray is inside the object and leaving it
            // compute attenuation that occured along the ray
            absorbtion = Color.mul(-state.getRay().getMax() / absorbtionDistance, absorbtionColor.copy().opposite()).exp();
            if (absorbtion.isBlack())
                return Color.BLACK; // nothing goes through
        }
        // refracted ray
        Color ret = Color.black();
        if (!tir) {
            ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
        }
        if (!inside || tir)
            ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
        return absorbtion != null ? ret.mul(absorbtion) : ret;
    }

    public void scatterPhoton(ShadingState state, Color power) {
        Color refr = Color.mul(1 - f0, color);
        Color refl = Color.mul(f0, color);
        float avgR = refl.getAverage();
        float avgT = refr.getAverage();
        double rnd = state.getRandom(0, 0, 1);
        if (rnd < avgR) {
            state.faceforward();
            // don't reflect internally
            if (state.isBehind())
                return;
            // photon is reflected
            float cos = state.getCosND();
            power.mul(refl).mul(1.0f / avgR);
            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 if (rnd < avgR + avgT) {
            state.faceforward();
            // photon is refracted
            float cos = state.getCosND();
            float neta = state.isBehind() ? eta : 1.0f / eta;
            power.mul(refr).mul(1.0f / avgT);
            float wK = -neta;
            float arg = 1 - (neta * neta * (1 - (cos * cos)));
            Vector3 dir = new Vector3();
            if (state.isBehind() && absorbtionDistance > 0) {
                // this ray is inside the object and leaving it
                // compute attenuation that occured along the ray
                power.mul(Color.mul(-state.getRay().getMax() / absorbtionDistance, absorbtionColor.copy().opposite()).exp());
            }
            if (arg < 0) {
                // TIR
                float dn = 2 * cos;
                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 nK = (neta * cos) - (float) Math.sqrt(arg);
                dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
                dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
                dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
                state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
            }
        }
    }
}

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