public class SphereLight extends java.lang.Object implements LightSource, Shader
Constructor and Description |
---|
SphereLight() |
Modifier and Type | Method and Description |
---|---|
Instance |
createInstance()
Create an instance which represents the geometry of this light source.
|
int |
getLowSamples() |
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.
|
Color |
getRadiance(ShadingState state)
Gets the radiance for a specified rendering state.
|
void |
getSamples(ShadingState state)
Samples the light source to compute direct illumination.
|
boolean |
isOpaque()
Returns
true if this shader is fully opaque. |
boolean |
isVisible(ShadingState state) |
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)
RenderObject
update
in interface RenderObject
pl
- list of parameters to read fromapi
- reference to the current scenetrue
if the update is succesfull,
false
otherwisepublic int getNumSamples()
LightSource
getNumSamples
in interface LightSource
public int getLowSamples()
public boolean isVisible(ShadingState state)
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 float getPower()
LightSource
getPower
in interface LightSource
public Color getRadiance(ShadingState state)
Shader
getRadiance
in interface Shader
state
- current render statepublic void scatterPhoton(ShadingState state, Color power)
Shader
scatterPhoton
in interface Shader
state
- current statepower
- power of the incoming photon.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.public Color getOpacity(ShadingState state)
Shader
getOpacity
in interface Shader