Examples of Ray


Examples of se.llbit.math.Ray

  private final void work(int jobId) throws InterruptedException {

    Scene scene = manager.bufferedScene();
   
    Random random = state.random;
    Ray ray = state.ray;

    int width = scene.canvasWidth();
    int height = scene.canvasHeight();

    double halfWidth = width/(2.0*height);

    // calculate pixel bounds for this job
    int xjobs = (width+(manager.tileWidth-1))/manager.tileWidth;
    int x0 = manager.tileWidth * (jobId % xjobs);
    int x1 = Math.min(x0 + manager.tileWidth, width);
    int y0 = manager.tileWidth * (jobId / xjobs);
    int y1 = Math.min(y0 + manager.tileWidth, height);

    double[] samples = scene.getSampleBuffer();
    final Camera cam = scene.camera();

    long jobStart = System.nanoTime();

    if (scene.pathTrace()) {

      // this is intentionally incorrectly indented for readability
      for (int y = y0; y < y1; ++y) {
        int offset = y * width * 3 + x0 * 3;
        for (int x = x0; x < x1; ++x) {

          double sr = 0;
          double sg = 0;
          double sb = 0;

          for (int i = 0; i < RenderConstants.SPP_PASS; ++i) {
            double oy = random.nextDouble();
            double ox = random.nextDouble();

            cam.calcViewRay(ray, random, (-halfWidth + (x + ox)
                / height), (-.5 + (y + oy) / height));

            scene.pathTrace(state);

            sr += ray.color.x;
            sg += ray.color.y;
            sb += ray.color.z;
          }
          double sinv = 1.0 / (scene.spp + RenderConstants.SPP_PASS);
          samples[offset+0] = (samples[offset+0] * scene.spp + sr) * sinv;
          samples[offset+1] = (samples[offset+1] * scene.spp + sg) * sinv;
          samples[offset+2] = (samples[offset+2] * scene.spp + sb) * sinv;

          if (scene.finalizeBuffer()) {
            scene.finalizePixel(x, y);
          }

          offset += 3;
        }
      }

    } else {

      Ray target = state.rayPool.get(ray);
      scene.trace(target);
      int tx = (int) QuickMath.floor(target.x.x + target.d.x * Ray.OFFSET);
      int ty = (int) QuickMath.floor(target.x.y + target.d.y * Ray.OFFSET);
      int tz = (int) QuickMath.floor(target.x.z + target.d.z * Ray.OFFSET);

 
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