Package org.sunflow.core.light
Class TriangleMeshLight
java.lang.Object
org.sunflow.core.primitive.TriangleMesh
org.sunflow.core.light.TriangleMeshLight
- All Implemented Interfaces:
LightSource,PrimitiveList,RenderObject,Shader
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Field Summary
Fields inherited from class org.sunflow.core.primitive.TriangleMesh
points, triangles -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionCreate an instance which represents the geometry of this light source.intGet 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.voidgetPhoton(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.floatgetPower()Get the total power emitted by this light source.getRadiance(ShadingState state) Gets the radiance for a specified rendering state.voidgetSamples(ShadingState state) Samples the light source to compute direct illumination.booleanisOpaque()Returnstrueif this shader is fully opaque.voidscatterPhoton(ShadingState state, Color power) Scatter a photon with the specied power.booleanupdate(ParameterList pl, SunflowAPI api) Update this object given a list of parameters.Methods inherited from class org.sunflow.core.primitive.TriangleMesh
getBakingPrimitives, getNumPrimitives, getPoint, getPoint, getPrimitiveBound, getWorldBounds, init, intersectPrimitive, prepareShadingState, setSmallTriangles, writeObj
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Constructor Details
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TriangleMeshLight
public TriangleMeshLight()
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Method Details
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update
Description copied from interface:RenderObjectUpdate 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:
updatein interfaceRenderObject- Overrides:
updatein classTriangleMesh- Parameters:
pl- list of parameters to read fromapi- reference to the current scene- Returns:
trueif the update is succesfull,falseotherwise
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getRadiance
Description copied from interface:ShaderGets 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:
getRadiancein interfaceShader- Parameters:
state- current render state- Returns:
- color emitted or reflected by the shader
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scatterPhoton
Description copied from interface:ShaderScatter 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:
scatterPhotonin interfaceShader- Parameters:
state- current statepower- power of the incoming photon.
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createInstance
Description copied from interface:LightSourceCreate 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 returnnullto indicate that no geometry needs to be created.- Specified by:
createInstancein interfaceLightSource- Returns:
- an instance describing the light source
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getNumSamples
public int getNumSamples()Description copied from interface:LightSourceGet the maximum number of samples that can be taken from this light source. This is currently only used for statistics reporting.- Specified by:
getNumSamplesin 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:LightSourceGets 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:
getPhotonin 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:LightSourceGet the total power emitted by this light source. Lights that have 0 power will not emit any photons.- Specified by:
getPowerin interfaceLightSource- Returns:
- light source power
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getSamples
Description copied from interface:LightSourceSamples the light source to compute direct illumination. Light samples can be created using theLightSampleclass 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:
getSamplesin interfaceLightSource- Parameters:
state- current state, including point to be shaded- See Also:
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isOpaque
public boolean isOpaque()Description copied from interface:ShaderReturnstrueif 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:ShaderReturns how much light is blocked by this shader.- Specified by:
getOpacityin interfaceShader
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