📄 phongshader.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 PhongShader implements Shader {
private Color diff;
private Color spec;
private float power;
private int numRays;
public PhongShader() {
diff = Color.GRAY;
spec = Color.GRAY;
power = 20;
numRays = 4;
}
public boolean update(ParameterList pl, SunflowAPI api) {
diff = pl.getColor("diffuse", diff);
spec = pl.getColor("specular", spec);
power = pl.getFloat("power", power);
numRays = pl.getInt("samples", numRays);
return true;
}
protected Color getDiffuse(ShadingState state) {
return diff;
}
public Color getRadiance(ShadingState state) {
// make sure we are on the right side of the material
state.faceforward();
// setup lighting
state.initLightSamples();
state.initCausticSamples();
// execute shader
return state.diffuse(getDiffuse(state)).add(state.specularPhong(spec, power, numRays));
}
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);
}
}
}
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