Example #1
0
    def __init__(self, center, r, color, intensity):
        modelMat = glm.identity(glm.mat4)
        modelMat = glm.translate(modelMat, glm.vec3(center))
        modelMat = glm.scale(modelMat, glm.vec3(r, r, r))
        Sphere.__init__(self, modelMat)
        self.m_r = r        
        self.d_center_radius = vki.SVVec4(glm.vec4(center[0],center[1],center[2], r))
        self.d_intensity = Spectrum(glm.vec3(color)*intensity)
        self.m_cptr = SVCombine_Create({'center_radius': self.d_center_radius, 'intensity': self.d_intensity }, '''
void closethit(in Comb_#hash# self, in vec3 hitpoint, inout {HitInfo_UniformEmissive} hitinfo)
{{
    hitinfo.intensity = self.intensity;
}}

Spectrum sample_l(in Comb_#hash# self, in vec3 ip, inout RNGState state, inout vec3 dirToLight, inout float distance, inout float pdfw)
{{
    vec3 dir = self.center_radius.xyz - ip;
    float dis2center = length(dir);
    dir *= 1.0/dis2center;

    float factor = (dis2center - self.center_radius.w)/dis2center;

    float r1 = rand01(state);
    float r2 = rand01(state) * radians(360.0);
    vec3 a, b;
    if (abs(dir.x)>0.8)
        a = vec3(0.0, 1.0, 0.0);
    else 
        a = vec3(1.0, 0.0, 0.0);

    a = normalize(cross(a, dir));
    b = cross(a, dir);

    float v_z = 1.0 - r1 * factor;
    float v_xy = sqrt(1.0 - v_z*v_z);
    float v_x = v_xy * cos(r2);
    float v_y = v_xy * sin(r2);

    vec3 offset_dir = a*v_x + b*v_y - v_z*dir;
    vec3 pos = self.center_radius.xyz + offset_dir *self.center_radius.w;

    dirToLight = pos - ip;
    distance = length(dirToLight);
    dirToLight *= 1.0/distance;

    float p = 1.0/(radians(360.0)*self.center_radius.w*self.center_radius.w*factor);
    pdfw = p*distance*distance/dot(dirToLight, -offset_dir);

    return self.intensity;

}}
'''.format(HitInfo_UniformEmissive = Name_HitInfo_UniformEmissive))
Example #2
0
    def __init__(self, direction, radian, color, intensity):
        direction = glm.normalize(glm.vec3(direction))
        self.m_radian = radian
        self.d_dir_radian = vki.SVVec4(glm.vec4(direction, radian))
        self.d_intensity = Spectrum(glm.vec3(color) * intensity)
        self.m_cptr = SVCombine_Create(
            {
                'dir_radian': self.d_dir_radian,
                'intensity': self.d_intensity
            }, '''
Spectrum sample_l(in Comb_#hash# self, in vec3 ip, inout RNGState state, inout vec3 dirToLight, inout float distance, inout float pdfw)
{
    vec3 dir = self.dir_radian.xyz;
    float factor = 1.0 - cos(self.dir_radian.w);

    float r1 = rand01(state);
    float r2 = rand01(state) * radians(360.0);
    vec3 a, b;
    if (abs(dir.x)>0.8)
        a = vec3(0.0, 1.0, 0.0);
    else 
        a = vec3(1.0, 0.0, 0.0);

    a = normalize(cross(a, dir));
    b = cross(a, dir);

    float v_z = 1.0 - r1 * factor;
    float v_xy = sqrt(1.0 - v_z*v_z);
    float v_x = v_xy * cos(r2);
    float v_y = v_xy * sin(r2);

    dirToLight = v_z*dir + a*v_x + b*v_y;

    distance = -1.0;
    pdfw = 1.0/(radians(360.0)*factor);

    return self.intensity;
}
''')