Package org.sunflow.core.light
Class SunSkyLight
java.lang.Object
org.sunflow.core.light.SunSkyLight
- All Implemented Interfaces:
LightSource
,PrimitiveList
,RenderObject
,Shader
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionCreate an instance which represents the geometry of this light source.Create a newPrimitiveList
object suitable for baking lightmaps.int
Returns the number of individual primtives in this aggregate object.int
Get the maximum number of samples that can be taken from this light source.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.getRadiance
(ShadingState state) Gets the radiance for a specified rendering state.void
getSamples
(ShadingState state) Samples the light source to compute direct illumination.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()
Returnstrue
if this shader is fully opaque.void
prepareShadingState
(ShadingState state) Prepare the specifiedShadingState
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.
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Constructor Details
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SunSkyLight
public SunSkyLight()
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Method Details
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update
Description copied from interface:RenderObject
Update this object given a list of parameters. This method is guarenteed to be called at least once on every object, but it should correctly handle empty parameter lists. This means that the object should be in a valid state from the time it is constructed. This method should also return true or false depending on whether the update was succesfull or not.- Specified by:
update
in interfaceRenderObject
- Parameters:
pl
- list of parameters to read fromapi
- reference to the current scene- Returns:
true
if the update is succesfull,false
otherwise
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getNumSamples
public int getNumSamples()Description copied from interface:LightSource
Get the maximum number of samples that can be taken from this light source. This is currently only used for statistics reporting.- Specified by:
getNumSamples
in interfaceLightSource
- Returns:
- maximum number of samples to be taken from this light source
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getPhoton
public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power) Description copied from interface:LightSource
Gets a photon to emit from this light source by setting each of the arguments. The two sampling parameters are points on the unit square that can be used to sample a position and/or direction for the emitted photon.- Specified by:
getPhoton
in interfaceLightSource
- Parameters:
randX1
- sampling parameterrandY1
- sampling parameterrandX2
- sampling parameterrandY2
- sampling parameterp
- position to shoot the photon fromdir
- direction to shoot the photon inpower
- power of the photon
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getPower
public float getPower()Description copied from interface:LightSource
Get the total power emitted by this light source. Lights that have 0 power will not emit any photons.- Specified by:
getPower
in interfaceLightSource
- Returns:
- light source power
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getSamples
Description copied from interface:LightSource
Samples the light source to compute direct illumination. Light samples can be created using theLightSample
class and added to the currentShadingState
. 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 ifShadingState.getDiffuseDepth()
is greater than 0. This avoids an exponential number of shadow rays from being traced.- Specified by:
getSamples
in interfaceLightSource
- Parameters:
state
- current state, including point to be shaded- See Also:
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getBakingPrimitives
Description copied from interface:PrimitiveList
Create a newPrimitiveList
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 returnnull
.- Specified by:
getBakingPrimitives
in interfacePrimitiveList
- Returns:
- a list of baking primitives
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getNumPrimitives
public int getNumPrimitives()Description copied from interface:PrimitiveList
Returns the number of individual primtives in this aggregate object.- Specified by:
getNumPrimitives
in interfacePrimitiveList
- Returns:
- number of primitives
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getPrimitiveBound
public float getPrimitiveBound(int primID, int i) Description copied from interface:PrimitiveList
Retrieve the bounding box component of a particular primitive in object space. Even indexes get minimum values, while odd indexes get the maximum values for each axis.- Specified by:
getPrimitiveBound
in interfacePrimitiveList
- Parameters:
primID
- primitive indexi
- bounding box side index- Returns:
- value of the request bound
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getWorldBounds
Description copied from interface:PrimitiveList
Compute a bounding box of this object in world space, using the specified object-to-world transformation matrix. The bounds should be as exact as possible, if they are difficult or expensive to compute exactly, you may useMatrix4.transform(BoundingBox)
. If the matrix isnull
no transformation is needed, and object space is equivalent to world space.- Specified by:
getWorldBounds
in interfacePrimitiveList
- Parameters:
o2w
- object to world transformation matrix- Returns:
- object bounding box in world space
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intersectPrimitive
Description copied from interface:PrimitiveList
Intersect the specified primitive in local space.- Specified by:
intersectPrimitive
in interfacePrimitiveList
- Parameters:
r
- ray in the object's local spaceprimID
- primitive index to intersectstate
- intersection state- See Also:
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prepareShadingState
Description copied from interface:PrimitiveList
Prepare the specifiedShadingState
by setting all of its internal parameters.- Specified by:
prepareShadingState
in interfacePrimitiveList
- Parameters:
state
- shading state to fill in
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getRadiance
Description copied from interface:Shader
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.- Specified by:
getRadiance
in interfaceShader
- Parameters:
state
- current render state- Returns:
- color emitted or reflected by the shader
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getSunColor
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scatterPhoton
Description copied from interface:Shader
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.- Specified by:
scatterPhoton
in interfaceShader
- Parameters:
state
- current statepower
- power of the incoming photon.
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createInstance
Description copied from interface:LightSource
Create an instance which represents the geometry of this light source. This instance will be created just before and removed immediately after rendering. Non-area light sources can returnnull
to indicate that no geometry needs to be created.- Specified by:
createInstance
in interfaceLightSource
- Returns:
- an instance describing the light source
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isOpaque
public boolean isOpaque()Description copied from interface:Shader
Returnstrue
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
Description copied from interface:Shader
Returns how much light is blocked by this shader.- Specified by:
getOpacity
in interfaceShader
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