org.sunflow.core
Interface Shader

All Superinterfaces:
RenderObject
All Known Implementing Classes:
AmbientOcclusionShader, AnisotropicWardShader, ConstantShader, CornellBox, DiffuseShader, GlassShader, Hair, IDShader, ImageBasedLight, MirrorShader, NormalShader, PhongShader, PrimIDShader, QuickGrayShader, ShinyDiffuseShader, SimpleShader, SphereLight, SunSkyLight, TexturedAmbientOcclusionShader, TexturedDiffuseShader, TexturedPhongShader, TexturedShinyDiffuseShader, TexturedWardShader, TriangleMeshLight, UberShader, UVShader, ViewCausticsShader, ViewGlobalPhotonsShader, ViewIrradianceShader, WireframeShader

public interface Shader
extends RenderObject

A shader represents a particular light-surface interaction.


Method Summary
 Color getOpacity(ShadingState state)
          Returns how much light is blocked by this shader.
 Color getRadiance(ShadingState state)
          Gets the radiance for a specified rendering state.
 boolean isOpaque()
          Returns true if this shader is fully opaque.
 void scatterPhoton(ShadingState state, Color power)
          Scatter a photon with the specied power.
 
Methods inherited from interface org.sunflow.core.RenderObject
update
 

Method Detail

getRadiance

Color getRadiance(ShadingState state)
Gets the radiance for a specified rendering state. When this method is called, you can assume that a hit has been registered in the state and that the hit surface information has been computed.

Parameters:
state - current render state
Returns:
color emitted or reflected by the shader

scatterPhoton

void scatterPhoton(ShadingState state,
                   Color power)
Scatter a photon with the specied power. Incoming photon direction is specified by the ray attached to the current render state. This method can safely do nothing if photon scattering is not supported or relevant for the shader type.

Parameters:
state - current state
power - power of the incoming photon.

isOpaque

boolean isOpaque()
Returns 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.


getOpacity

Color getOpacity(ShadingState state)
Returns how much light is blocked by this shader.