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java.lang.Objectorg.sunflow.core.light.ImageBasedLight
public class ImageBasedLight
Constructor Summary | |
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ImageBasedLight()
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Method Summary | |
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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. |
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. |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
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public ImageBasedLight()
Method Detail |
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public boolean update(ParameterList pl, SunflowAPI api)
RenderObject
update
in interface RenderObject
pl
- list of parameters to read fromapi
- reference to the current scene
true
if the update is succesfull,
false
otherwisepublic void prepareShadingState(ShadingState state)
PrimitiveList
ShadingState
by setting all of its internal
parameters.
prepareShadingState
in interface PrimitiveList
state
- shading state to fill inpublic void intersectPrimitive(Ray r, int primID, IntersectionState state)
PrimitiveList
intersectPrimitive
in interface PrimitiveList
r
- ray in the object's local spaceprimID
- primitive index to intersectstate
- intersection stateRay.setMax(float)
,
IntersectionState.setIntersection(int, float, float)
public int getNumPrimitives()
PrimitiveList
getNumPrimitives
in interface PrimitiveList
public float getPrimitiveBound(int primID, int i)
PrimitiveList
getPrimitiveBound
in interface PrimitiveList
primID
- primitive indexi
- bounding box side index
public BoundingBox getWorldBounds(Matrix4 o2w)
PrimitiveList
Matrix4.transform(BoundingBox)
. If the matrix is
null
no transformation is needed, and object space is
equivalent to world space.
getWorldBounds
in interface PrimitiveList
o2w
- object to world transformation matrix
public PrimitiveList getBakingPrimitives()
PrimitiveList
PrimitiveList
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 PrimitiveList
public int getNumSamples()
LightSource
getNumSamples
in interface LightSource
public void getSamples(ShadingState state)
LightSource
LightSample
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 LightSource
state
- current state, including point to be shadedLightSample
public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power)
LightSource
getPhoton
in interface LightSource
randX1
- sampling parameterrandY1
- sampling parameterrandX2
- sampling parameterrandY2
- sampling parameterp
- position to shoot the photon fromdir
- direction to shoot the photon inpower
- power of the photonpublic Color getRadiance(ShadingState state)
Shader
getRadiance
in interface Shader
state
- current render state
public void scatterPhoton(ShadingState state, Color power)
Shader
scatterPhoton
in interface Shader
state
- current statepower
- power of the incoming photon.public float getPower()
LightSource
getPower
in interface LightSource
public Instance createInstance()
LightSource
null
to
indicate that no geometry needs to be created.
createInstance
in interface LightSource
public boolean isOpaque()
Shader
true
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.
isOpaque
in interface Shader
public Color getOpacity(ShadingState state)
Shader
getOpacity
in interface Shader
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