mitsuba/src/shapes/rectangle.cpp

257 lines
7.7 KiB
C++

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2014 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/render/shape.h>
#include <mitsuba/render/bsdf.h>
#include <mitsuba/render/emitter.h>
#include <mitsuba/render/sensor.h>
#include <mitsuba/render/subsurface.h>
#include <mitsuba/render/medium.h>
#include <mitsuba/render/trimesh.h>
#include <mitsuba/core/properties.h>
MTS_NAMESPACE_BEGIN
/*!\plugin{rectangle}{Rectangle intersection primitive}
* \order{3}
* \parameters{
* \parameter{toWorld}{\Transform\Or\Animation}{
* Specifies a linear object-to-world transformation.
* It is allowed to use non-uniform scaling, but no shear.
* \default{none (i.e. object space $=$ world space)}
* }
* \parameter{flipNormals}{\Boolean}{
* Is the rectangle inverted, i.e. should the normal vectors
* be flipped? \default{\code{false}}
* }
* }
* \renderings{
* \rendering{Two rectangles configured as a reflective surface and an
* emitter (\lstref{rectangle})}{shape_rectangle}
* }
*
* This shape plugin describes a simple rectangular intersection primitive.
* It is mainly provided as a convenience for those cases when creating and
* loading an external mesh with two triangles is simply too tedious, e.g.
* when an area light source or a simple ground plane are needed.
*
* By default, the rectangle covers the XY-range $[-1,1]\times[-1,1]$
* and has a surface normal that points into the positive $Z$ direction.
* To change the rectangle scale, rotation, or translation, use the
* \code{toWorld} parameter.
*
* \vspace{2mm}
* \begin{xml}[caption={A simple example involving two rectangle instances}, label=lst:rectangle]
* <scene version=$\MtsVer$>
* <shape type="rectangle">
* <bsdf type="diffuse"/>
* </shape>
* <shape type="rectangle">
* <transform name="toWorld">
* <rotate x="1" angle="90"/>
* <scale x="0.4" y="0.3" z="0.2"/>
* <translate y="1" z="0.2"/>
* </transform>
* <emitter type="area">
* <spectrum name="intensity" value="3"/>
* </emitter>
* </shape>
* <!-- ... other definitions ... -->
* </scene>
* \end{xml}
*/
class Rectangle : public Shape {
public:
Rectangle(const Properties &props) : Shape(props) {
m_objectToWorld = props.getTransform("toWorld", Transform());
if (props.getBoolean("flipNormals", false))
m_objectToWorld = m_objectToWorld * Transform::scale(Vector(1, 1, -1));
m_worldToObject = m_objectToWorld.inverse();
}
Rectangle(Stream *stream, InstanceManager *manager)
: Shape(stream, manager) {
m_objectToWorld = Transform(stream);
m_worldToObject = m_objectToWorld.inverse();
configure();
}
void serialize(Stream *stream, InstanceManager *manager) const {
Shape::serialize(stream, manager);
m_objectToWorld.serialize(stream);
}
void configure() {
Shape::configure();
m_dpdu = m_objectToWorld(Vector(2, 0, 0));
m_dpdv = m_objectToWorld(Vector(0, 2, 0));
Normal normal = normalize(m_objectToWorld(Normal(0, 0, 1)));
m_frame = Frame(normalize(m_dpdu), normalize(m_dpdv), normal);
m_invSurfaceArea = 1.0f / getSurfaceArea();
if (std::abs(dot(normalize(m_dpdu), normalize(m_dpdv))) > 1e-3f)
Log(EWarn, "Error: 'toWorld' transformation contains shear!");
}
AABB getAABB() const {
AABB aabb;
aabb.expandBy(m_objectToWorld(Point(-1, -1, 0)));
aabb.expandBy(m_objectToWorld(Point( 1, -1, 0)));
aabb.expandBy(m_objectToWorld(Point( 1, 1, 0)));
aabb.expandBy(m_objectToWorld(Point(-1, 1, 0)));
return aabb;
}
Float getSurfaceArea() const {
return m_dpdu.length() * m_dpdv.length();
}
inline bool rayIntersect(const Ray &_ray, Float mint, Float maxt, Float &t, void *temp) const {
Ray ray;
m_worldToObject.transformAffine(_ray, ray);
Float hit = -ray.o.z / ray.d.z;
if (!(hit >= mint && hit <= maxt))
return false;
Point local = ray(hit);
if (std::abs(local.x) <= 1 && std::abs(local.y) <= 1) {
t = hit;
if (temp) {
Float *data = static_cast<Float *>(temp);
data[0] = local.x;
data[1] = local.y;
}
return true;
}
return false;
}
bool rayIntersect(const Ray &ray, Float mint, Float maxt) const {
Float t;
return Rectangle::rayIntersect(ray, mint, maxt, t, NULL);
}
void fillIntersectionRecord(const Ray &ray,
const void *temp, Intersection &its) const {
const Float *data = static_cast<const Float *>(temp);
its.geoFrame = m_frame;
its.shFrame = its.geoFrame.n;
its.shape = this;
its.dpdu = m_dpdu;
its.dpdv = m_dpdv;
its.uv = Point2(0.5f * (data[0]+1), 0.5f * (data[1]+1));
its.p = ray(its.t);
its.hasUVPartials = false;
its.instance = NULL;
its.time = ray.time;
}
ref<TriMesh> createTriMesh() {
ref<TriMesh> mesh = new TriMesh(getName(),
2, 4, true, true, false);
Point *vertices = mesh->getVertexPositions();
Normal *normals = mesh->getVertexNormals();
Point2 *texcoords = mesh->getVertexTexcoords();
Triangle *triangles = mesh->getTriangles();
vertices[0] = m_objectToWorld(Point(-1, -1, 0));
vertices[1] = m_objectToWorld(Point( 1, -1, 0));
vertices[2] = m_objectToWorld(Point( 1, 1, 0));
vertices[3] = m_objectToWorld(Point(-1, 1, 0));
texcoords[0] = Point2(0, 0);
texcoords[1] = Point2(1, 0);
texcoords[2] = Point2(1, 1);
texcoords[3] = Point2(0, 1);
normals[0] = normals[1] = normals[2] = normals[3] = m_frame.n;
triangles[0].idx[0] = 0;
triangles[0].idx[1] = 1;
triangles[0].idx[2] = 2;
triangles[1].idx[0] = 2;
triangles[1].idx[1] = 3;
triangles[1].idx[2] = 0;
mesh->setBSDF(m_bsdf);
mesh->setEmitter(m_emitter);
mesh->configure();
return mesh.get();
}
void getNormalDerivative(const Intersection &its,
Vector &dndu, Vector &dndv, bool shadingFrame) const {
dndu = dndv = Vector(0.0f);
}
void samplePosition(PositionSamplingRecord &pRec, const Point2 &sample) const {
pRec.p = m_objectToWorld(Point3(sample.x * 2 - 1, sample.y * 2 - 1, 0));
pRec.n = m_frame.n;
pRec.pdf = m_invSurfaceArea;
pRec.measure = EArea;
pRec.uv = sample;
}
Float pdfPosition(const PositionSamplingRecord &pRec) const {
return m_invSurfaceArea;
}
size_t getPrimitiveCount() const {
return 1;
}
size_t getEffectivePrimitiveCount() const {
return 1;
}
std::string toString() const {
std::ostringstream oss;
oss << "Rectangle[" << endl
<< " objectToWorld = " << indent(m_objectToWorld.toString()) << "," << endl;
if (isMediumTransition())
oss << " interiorMedium = " << indent(m_interiorMedium.toString()) << "," << endl
<< " exteriorMedium = " << indent(m_exteriorMedium.toString()) << "," << endl;
oss << " bsdf = " << indent(m_bsdf.toString()) << "," << endl
<< " emitter = " << indent(m_emitter.toString()) << "," << endl
<< " sensor = " << indent(m_sensor.toString()) << "," << endl
<< " subsurface = " << indent(m_subsurface.toString()) << endl
<< "]";
return oss.str();
}
MTS_DECLARE_CLASS()
private:
Transform m_objectToWorld;
Transform m_worldToObject;
Frame m_frame;
Vector m_dpdu, m_dpdv;
Float m_invSurfaceArea;
};
MTS_IMPLEMENT_CLASS_S(Rectangle, false, Shape)
MTS_EXPORT_PLUGIN(Rectangle, "Rectangle intersection primitive");
MTS_NAMESPACE_END