public class SunSkyLight extends java.lang.Object implements LightSource, PrimitiveList, Shader
| Constructor and Description |
|---|
SunSkyLight() |
| Modifier and Type | Method and Description |
|---|---|
Instance |
createInstance()
Create an instance which represents the geometry of this light source.
|
PrimitiveList |
getBakingPrimitives()
Create a new
PrimitiveList object suitable for baking lightmaps. |
int |
getNumPrimitives()
Returns the number of individual primtives in this aggregate object.
|
int |
getNumSamples()
Get the maximum number of samples that can be taken from this light
source.
|
Color |
getOpacity(ShadingState state)
Returns how much light is blocked by this shader.
|
void |
getPhoton(double randX1,
double randY1,
double randX2,
double randY2,
Point3 p,
Vector3 dir,
Color power)
Gets a photon to emit from this light source by setting each of the
arguments.
|
float |
getPower()
Get the total power emitted by this light source.
|
float |
getPrimitiveBound(int primID,
int i)
Retrieve the bounding box component of a particular primitive in object
space.
|
Color |
getRadiance(ShadingState state)
Gets the radiance for a specified rendering state.
|
void |
getSamples(ShadingState state)
Samples the light source to compute direct illumination.
|
Color |
getSunColor() |
BoundingBox |
getWorldBounds(Matrix4 o2w)
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
|
void |
intersectPrimitive(Ray r,
int primID,
IntersectionState state)
Intersect the specified primitive in local space.
|
boolean |
isOpaque()
Returns
true if this shader is fully opaque. |
void |
prepareShadingState(ShadingState state)
Prepare the specified
ShadingState by setting all of its internal
parameters. |
void |
scatterPhoton(ShadingState state,
Color power)
Scatter a photon with the specied power.
|
boolean |
update(ParameterList pl,
SunflowAPI api)
Update this object given a list of parameters.
|
public boolean update(ParameterList pl, SunflowAPI api)
RenderObjectupdate in interface RenderObjectpl - list of parameters to read fromapi - reference to the current scenetrue if the update is succesfull,
false otherwisepublic int getNumSamples()
LightSourcegetNumSamples in interface LightSourcepublic void getPhoton(double randX1,
double randY1,
double randX2,
double randY2,
Point3 p,
Vector3 dir,
Color power)
LightSourcegetPhoton in interface LightSourcerandX1 - sampling parameterrandY1 - sampling parameterrandX2 - sampling parameterrandY2 - sampling parameterp - position to shoot the photon fromdir - direction to shoot the photon inpower - power of the photonpublic float getPower()
LightSourcegetPower in interface LightSourcepublic void getSamples(ShadingState state)
LightSourceLightSample class and added to the
current ShadingState. This method is responsible for the
shooting of shadow rays which allows for non-physical lights that don't
cast shadows. It is recommended that only a single shadow ray be shot if
ShadingState.getDiffuseDepth() is greater than 0. This avoids an
exponential number of shadow rays from being traced.getSamples in interface LightSourcestate - current state, including point to be shadedLightSamplepublic PrimitiveList getBakingPrimitives()
PrimitiveListPrimitiveList object suitable for baking lightmaps.
This means a set of primitives laid out in the unit square UV space. This
method is optional, objects which do not support it should simply return
null.getBakingPrimitives in interface PrimitiveListpublic int getNumPrimitives()
PrimitiveListgetNumPrimitives in interface PrimitiveListpublic float getPrimitiveBound(int primID,
int i)
PrimitiveListgetPrimitiveBound in interface PrimitiveListprimID - primitive indexi - bounding box side indexpublic BoundingBox getWorldBounds(Matrix4 o2w)
PrimitiveListMatrix4.transform(BoundingBox). If the matrix is
null no transformation is needed, and object space is
equivalent to world space.getWorldBounds in interface PrimitiveListo2w - object to world transformation matrixpublic void intersectPrimitive(Ray r, int primID, IntersectionState state)
PrimitiveListintersectPrimitive in interface PrimitiveListr - ray in the object's local spaceprimID - primitive index to intersectstate - intersection stateRay.setMax(float),
IntersectionState.setIntersection(int, float, float)public void prepareShadingState(ShadingState state)
PrimitiveListShadingState by setting all of its internal
parameters.prepareShadingState in interface PrimitiveListstate - shading state to fill inpublic Color getRadiance(ShadingState state)
ShadergetRadiance in interface Shaderstate - current render statepublic Color getSunColor()
public void scatterPhoton(ShadingState state, Color power)
ShaderscatterPhoton in interface Shaderstate - current statepower - power of the incoming photon.public Instance createInstance()
LightSourcenull to
indicate that no geometry needs to be created.createInstance in interface LightSourcepublic boolean isOpaque()
Shadertrue if this shader is fully opaque.
This gives a quick way to find out if a shader needs further processing
when hit by a shadow ray.public Color getOpacity(ShadingState state)
ShadergetOpacity in interface Shader