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📄 cornellbox.java

📁 Sunflow是一个照片级的渲染系统
💻 JAVA
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            if (t1 < intervalMax) {
                intervalMax = t1;
                sideOut = 2;
            }
        }
        if (intervalMin > intervalMax)
            return;
        float orgZ = r.oz;
        float invDirZ = 1 / r.dz;
        t1 = (minZ - orgZ) * invDirZ; // no front wall
        t2 = (maxZ - orgZ) * invDirZ;
        if (invDirZ > 0) {
            if (t1 > intervalMin) {
                intervalMin = t1;
                sideIn = 4;
            }
            if (t2 < intervalMax) {
                intervalMax = t2;
                sideOut = 5;
            }
        } else {
            if (t2 > intervalMin) {
                intervalMin = t2;
                sideIn = 5;
            }
            if (t1 < intervalMax) {
                intervalMax = t1;
                sideOut = 4;
            }
        }
        if (intervalMin > intervalMax)
            return;
        assert sideIn != -1;
        assert sideOut != -1;
        // can't hit minY wall, there is none
        if (sideIn != 2 && r.isInside(intervalMin)) {
            r.setMax(intervalMin);
            state.setIntersection(sideIn, 0, 0);
        } else if (sideOut != 2 && r.isInside(intervalMax)) {
            r.setMax(intervalMax);
            state.setIntersection(sideOut, 0, 0);
        }
    }

    public Color getRadiance(ShadingState state) {
        int side = state.getPrimitiveID();
        Color kd = null;
        switch (side) {
            case 0:
                kd = left;
                break;
            case 1:
                kd = right;
                break;
            case 3:
                kd = back;
                break;
            case 4:
                kd = bottom;
                break;
            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                    return state.includeLights() ? radiance : Color.BLACK;
                kd = top;
                break;
            default:
                assert false;
        }
        // make sure we are on the right side of the material
        state.faceforward();
        // setup lighting
        state.initLightSamples();
        state.initCausticSamples();
        return state.diffuse(kd);
    }

    public void scatterPhoton(ShadingState state, Color power) {
        int side = state.getPrimitiveID();
        Color kd = null;
        switch (side) {
            case 0:
                kd = left;
                break;
            case 1:
                kd = right;
                break;
            case 3:
                kd = back;
                break;
            case 4:
                kd = bottom;
                break;
            case 5:
                float lx = state.getPoint().x;
                float ly = state.getPoint().y;
                if (lx >= lxmin && lx < lxmax && ly >= lymin && ly < lymax && state.getRay().dz > 0)
                    return;
                kd = top;
                break;
            default:
                assert false;
        }
        // make sure we are on the right side of the material
        if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0) {
            state.getNormal().negate();
            state.getGeoNormal().negate();
        }
        state.storePhoton(state.getRay().getDirection(), power, kd);
        double avg = kd.getAverage();
        double rnd = state.getRandom(0, 0, 1);
        if (rnd < avg) {
            // photon is scattered
            power.mul(kd).mul(1 / (float) avg);
            OrthoNormalBasis onb = OrthoNormalBasis.makeFromW(state.getNormal());
            double u = 2 * Math.PI * rnd / avg;
            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);
        }
    }

    public int getNumSamples() {
        return samples;
    }

    public void getSamples(ShadingState state) {
        if (lightBounds.contains(state.getPoint()) && state.getPoint().z < maxZ) {
            int n = state.getDiffuseDepth() > 0 ? 1 : samples;
            float a = area / n;
            for (int i = 0; i < n; i++) {
                // random offset on unit square, we use the infinite version of
                // getRandom
                // because the light sampling is adaptive
                double randX = state.getRandom(i, 0);
                double randY = state.getRandom(i, 1);

                Point3 p = new Point3();
                p.x = (float) (lxmin * (1 - randX) + lxmax * randX);
                p.y = (float) (lymin * (1 - randY) + lymax * randY);
                p.z = maxZ - 0.001f;

                LightSample dest = new LightSample();
                // prepare shadow ray to sampled point
                dest.setShadowRay(new Ray(state.getPoint(), p));

                // check that the direction of the sample is the same as the
                // normal
                float cosNx = dest.dot(state.getNormal());
                if (cosNx <= 0)
                    return;

                // light source facing point ?
                // (need to check with light source's normal)
                float cosNy = dest.getShadowRay().dz;
                if (cosNy > 0) {
                    // compute geometric attenuation and probability scale
                    // factor
                    float r = dest.getShadowRay().getMax();
                    float g = cosNy / (r * r);
                    float scale = g * a;
                    // set final sample radiance
                    dest.setRadiance(radiance, radiance);
                    dest.getDiffuseRadiance().mul(scale);
                    dest.getSpecularRadiance().mul(scale);
                    dest.traceShadow(state);
                    state.addSample(dest);
                }
            }
        }
    }

    public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power) {
        p.x = (float) (lxmin * (1 - randX2) + lxmax * randX2);
        p.y = (float) (lymin * (1 - randY2) + lymax * randY2);
        p.z = maxZ - 0.001f;

        double u = 2 * Math.PI * randX1;
        double s = Math.sqrt(randY1);
        dir.set((float) (Math.cos(u) * s), (float) (Math.sin(u) * s), (float) -Math.sqrt(1.0f - randY1));
        Color.mul((float) Math.PI * area, radiance, power);
    }

    public float getPower() {
        return radiance.copy().mul((float) Math.PI * area).getLuminance();
    }

    public int getNumPrimitives() {
        return 1;
    }

    public float getPrimitiveBound(int primID, int i) {
        switch (i) {
            case 0:
                return minX;
            case 1:
                return maxX;
            case 2:
                return minY;
            case 3:
                return maxY;
            case 4:
                return minZ;
            case 5:
                return maxZ;
            default:
                return 0;
        }
    }

    public BoundingBox getWorldBounds(Matrix4 o2w) {
        BoundingBox bounds = new BoundingBox(minX, minY, minZ);
        bounds.include(maxX, maxY, maxZ);
        if (o2w == null)
            return bounds;
        return o2w.transform(bounds);
    }

    public PrimitiveList getBakingPrimitives() {
        return null;
    }
}

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