Package | Description |
---|---|
org.sunflow.core | |
org.sunflow.core.accel | |
org.sunflow.core.camera | |
org.sunflow.core.light | |
org.sunflow.core.primitive |
Modifier and Type | Method and Description |
---|---|
Ray |
ShadingState.getRay()
Gets the ray that is associated with this state.
|
Ray |
CameraLens.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
double time)
Create a new
ray to be cast through pixel (x,y) on the image
plane. |
Ray |
Camera.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
float time)
Generate a ray passing though the specified point on the image plane.
|
Ray |
LightSample.getShadowRay()
Get the sample's shadow ray.
|
Ray |
Ray.transform(Matrix4 m)
Create a new ray by transforming the supplied one by the given matrix.
|
Modifier and Type | Method and Description |
---|---|
void |
AccelerationStructure.intersect(Ray r,
IntersectionState istate)
Intersect the specified ray with the geometry in local space.
|
void |
PrimitiveList.intersectPrimitive(Ray r,
int primID,
IntersectionState state)
Intersect the specified primitive in local space.
|
void |
LightSample.setShadowRay(Ray shadowRay)
Set the current shadow ray.
|
void |
ShadingState.traceDiffusePhoton(Ray r,
Color power)
Trace a new photon from the current location.
|
ShadingState |
ShadingState.traceFinalGather(Ray r,
int i)
Trace a final gather ray and return the intersection result as a new
render state
|
Color |
ShadingState.traceGlossy(Ray r,
int i)
Returns the color obtained by recursively tracing the specified ray.
|
Color |
ShadingState.traceReflection(Ray r,
int i)
Returns the color obtained by recursively tracing the specified ray.
|
void |
ShadingState.traceReflectionPhoton(Ray r,
Color power)
Trace a new photon from the current location.
|
Color |
ShadingState.traceRefraction(Ray r,
int i)
Returns the color obtained by recursively tracing the specified ray.
|
void |
ShadingState.traceRefractionPhoton(Ray r,
Color power)
Trace a new photon from the current location.
|
Color |
ShadingState.traceShadow(Ray r)
Trace a shadow ray against the scene, and computes the accumulated
opacity along the ray.
|
Modifier and Type | Method and Description |
---|---|
void |
KDTree.intersect(Ray r,
IntersectionState state) |
void |
UniformGrid.intersect(Ray r,
IntersectionState state) |
void |
BoundingIntervalHierarchy.intersect(Ray r,
IntersectionState state) |
void |
NullAccelerator.intersect(Ray r,
IntersectionState state) |
Modifier and Type | Method and Description |
---|---|
Ray |
FisheyeLens.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
double time) |
Ray |
ThinLens.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
double time) |
Ray |
SphericalLens.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
double time) |
Ray |
PinholeLens.getRay(float x,
float y,
int imageWidth,
int imageHeight,
double lensX,
double lensY,
double time) |
Modifier and Type | Method and Description |
---|---|
void |
SunSkyLight.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
ImageBasedLight.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
Modifier and Type | Method and Description |
---|---|
void |
Background.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Hair.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
QuadMesh.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Box.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Plane.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Sphere.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
SphereFlake.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
BanchoffSurface.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Torus.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
CubeGrid.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
CornellBox.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
ParticleSurface.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
JuliaFractal.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
Cylinder.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |
void |
TriangleMesh.intersectPrimitive(Ray r,
int primID,
IntersectionState state) |