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 QuickGrayShader implements Shader {
public QuickGrayShader() {
}
public boolean update(ParameterList pl, SunflowAPI api) {
return true;
}
public Color getRadiance(ShadingState state) {
if (state.getNormal() == null) {
// if this shader has been applied to an infinite instance because of shader overrides
// run the default shader, otherwise, just shade black
return state.getShader() != this ? state.getShader().getRadiance(state) : Color.BLACK;
}
// make sure we are on the right side of the material
state.faceforward();
// setup lighting
state.initLightSamples();
state.initCausticSamples();
return state.diffuse(Color.GRAY);
}
public void scatterPhoton(ShadingState state, Color power) {
Color diffuse;
// make sure we are on the right side of the material
if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) {
state.getNormal().negate();
state.getGeoNormal().negate();
}
diffuse = Color.GRAY;
state.storePhoton(state.getRay().getDirection(), power, diffuse);
float avg = diffuse.getAverage();
double rnd = state.getRandom(0, 0, 1);
if (rnd < avg) {
// photon is scattered
power.mul(diffuse).mul(1.0f / avg);
OrthoNormalBasis onb = state.getBasis();
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);
}
}
}