Package | Description |
---|---|
org.sunflow.core | |
org.sunflow.core.gi | |
org.sunflow.core.light | |
org.sunflow.core.modifiers | |
org.sunflow.core.photonmap | |
org.sunflow.core.primitive | |
org.sunflow.core.shader |
Modifier and Type | Method and Description |
---|---|
ShadingState |
Scene.getRadiance(IntersectionState istate,
float rx,
float ry,
double lensU,
double lensV,
double time,
int instance,
int dim,
ShadingCache cache)
Get the radiance seen through a particular pixel
|
ShadingState |
ShadingState.traceFinalGather(Ray r,
int i)
Trace a final gather ray and return the intersection result as a new
render state
|
Modifier and Type | Method and Description |
---|---|
void |
ShadingCache.add(ShadingState state,
Shader shader,
Color c) |
Color |
GIEngine.getGlobalRadiance(ShadingState state)
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
|
Color |
GIEngine.getIrradiance(ShadingState state,
Color diffuseReflectance)
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
|
Color |
Shader.getOpacity(ShadingState state)
Returns how much light is blocked by this shader.
|
Color |
Shader.getRadiance(ShadingState state)
Gets the radiance for a specified rendering state.
|
void |
CausticPhotonMapInterface.getSamples(ShadingState state)
Retrieve caustic photons at the specified shading location and add them
as diffuse light samples.
|
void |
LightSource.getSamples(ShadingState state)
Samples the light source to compute direct illumination.
|
Color |
ShadingCache.lookup(ShadingState state,
Shader shader) |
void |
Modifier.modify(ShadingState state)
Modify the shading state for the point to be shaded.
|
void |
Instance.prepareShadingState(ShadingState state)
Prepare the shading state for shader invocation.
|
void |
PrimitiveList.prepareShadingState(ShadingState state)
Prepare the specified
ShadingState by setting all of its internal
parameters. |
void |
Shader.scatterPhoton(ShadingState state,
Color power)
Scatter a photon with the specied power.
|
void |
PhotonStore.store(ShadingState state,
Vector3 dir,
Color power,
Color diffuse)
Store the specified photon.
|
void |
LightSample.traceShadow(ShadingState state)
Trace the shadow ray, attenuating the sample's color by the opacity of
intersected objects.
|
Modifier and Type | Method and Description |
---|---|
Color |
PathTracingGIEngine.getGlobalRadiance(ShadingState state) |
Color |
AmbientOcclusionGIEngine.getGlobalRadiance(ShadingState state) |
Color |
IrradianceCacheGIEngine.getGlobalRadiance(ShadingState state) |
Color |
InstantGI.getGlobalRadiance(ShadingState state) |
Color |
FakeGIEngine.getGlobalRadiance(ShadingState state) |
Color |
PathTracingGIEngine.getIrradiance(ShadingState state,
Color diffuseReflectance) |
Color |
AmbientOcclusionGIEngine.getIrradiance(ShadingState state,
Color diffuseReflectance) |
Color |
IrradianceCacheGIEngine.getIrradiance(ShadingState state,
Color diffuseReflectance) |
Color |
InstantGI.getIrradiance(ShadingState state,
Color diffuseReflectance) |
Color |
FakeGIEngine.getIrradiance(ShadingState state,
Color diffuseReflectance) |
Modifier and Type | Method and Description |
---|---|
Color |
SunSkyLight.getOpacity(ShadingState state) |
Color |
TriangleMeshLight.getOpacity(ShadingState state) |
Color |
ImageBasedLight.getOpacity(ShadingState state) |
Color |
SphereLight.getOpacity(ShadingState state) |
Color |
SunSkyLight.getRadiance(ShadingState state) |
Color |
TriangleMeshLight.getRadiance(ShadingState state) |
Color |
ImageBasedLight.getRadiance(ShadingState state) |
Color |
SphereLight.getRadiance(ShadingState state) |
void |
PointLight.getSamples(ShadingState state) |
void |
SunSkyLight.getSamples(ShadingState state) |
void |
TriangleMeshLight.getSamples(ShadingState state) |
void |
DirectionalSpotlight.getSamples(ShadingState state) |
void |
ImageBasedLight.getSamples(ShadingState state) |
void |
SphereLight.getSamples(ShadingState state) |
boolean |
SphereLight.isVisible(ShadingState state) |
void |
SunSkyLight.prepareShadingState(ShadingState state) |
void |
ImageBasedLight.prepareShadingState(ShadingState state) |
void |
SunSkyLight.scatterPhoton(ShadingState state,
Color power) |
void |
TriangleMeshLight.scatterPhoton(ShadingState state,
Color power) |
void |
ImageBasedLight.scatterPhoton(ShadingState state,
Color power) |
void |
SphereLight.scatterPhoton(ShadingState state,
Color power) |
Modifier and Type | Method and Description |
---|---|
void |
PerlinModifier.modify(ShadingState state) |
void |
BumpMappingModifier.modify(ShadingState state) |
void |
NormalMapModifier.modify(ShadingState state) |
Modifier and Type | Method and Description |
---|---|
void |
CausticPhotonMap.getSamples(ShadingState state) |
void |
GlobalPhotonMap.store(ShadingState state,
Vector3 dir,
Color power,
Color diffuse) |
void |
CausticPhotonMap.store(ShadingState state,
Vector3 dir,
Color power,
Color diffuse) |
void |
GridPhotonMap.store(ShadingState state,
Vector3 dir,
Color power,
Color diffuse) |
Modifier and Type | Method and Description |
---|---|
Color |
AmbientOcclusionShader.getBrightColor(ShadingState state) |
Color |
TexturedAmbientOcclusionShader.getBrightColor(ShadingState state) |
protected Color |
AnisotropicWardShader.getDiffuse(ShadingState state) |
Color |
ShinyDiffuseShader.getDiffuse(ShadingState state) |
Color |
DiffuseShader.getDiffuse(ShadingState state) |
Color |
TexturedPhongShader.getDiffuse(ShadingState state) |
Color |
UberShader.getDiffuse(ShadingState state) |
protected Color |
PhongShader.getDiffuse(ShadingState state) |
Color |
TexturedWardShader.getDiffuse(ShadingState state) |
Color |
TexturedDiffuseShader.getDiffuse(ShadingState state) |
Color |
TexturedShinyDiffuseShader.getDiffuse(ShadingState state) |
Color |
WireframeShader.getFillColor(ShadingState state) |
Color |
WireframeShader.getLineColor(ShadingState state) |
Color |
AnisotropicWardShader.getOpacity(ShadingState state) |
Color |
ViewCausticsShader.getOpacity(ShadingState state) |
Color |
ShinyDiffuseShader.getOpacity(ShadingState state) |
Color |
ConstantShader.getOpacity(ShadingState state) |
Color |
MirrorShader.getOpacity(ShadingState state) |
Color |
AmbientOcclusionShader.getOpacity(ShadingState state) |
Color |
ViewGlobalPhotonsShader.getOpacity(ShadingState state) |
Color |
PrimIDShader.getOpacity(ShadingState state) |
Color |
DiffuseShader.getOpacity(ShadingState state) |
Color |
TexturedPhongShader.getOpacity(ShadingState state) |
Color |
SimpleShader.getOpacity(ShadingState state) |
Color |
QuickGrayShader.getOpacity(ShadingState state) |
Color |
UVShader.getOpacity(ShadingState state) |
Color |
GlassShader.getOpacity(ShadingState state) |
Color |
UberShader.getOpacity(ShadingState state) |
Color |
PhongShader.getOpacity(ShadingState state) |
Color |
ViewIrradianceShader.getOpacity(ShadingState state) |
Color |
IDShader.getOpacity(ShadingState state) |
Color |
TexturedWardShader.getOpacity(ShadingState state) |
Color |
TexturedDiffuseShader.getOpacity(ShadingState state) |
Color |
WireframeShader.getOpacity(ShadingState state) |
Color |
TexturedShinyDiffuseShader.getOpacity(ShadingState state) |
Color |
NormalShader.getOpacity(ShadingState state) |
Color |
AnisotropicWardShader.getRadiance(ShadingState state) |
Color |
ViewCausticsShader.getRadiance(ShadingState state) |
Color |
ShinyDiffuseShader.getRadiance(ShadingState state) |
Color |
ConstantShader.getRadiance(ShadingState state) |
Color |
MirrorShader.getRadiance(ShadingState state) |
Color |
AmbientOcclusionShader.getRadiance(ShadingState state) |
Color |
ViewGlobalPhotonsShader.getRadiance(ShadingState state) |
Color |
PrimIDShader.getRadiance(ShadingState state) |
Color |
DiffuseShader.getRadiance(ShadingState state) |
Color |
TexturedPhongShader.getRadiance(ShadingState state) |
Color |
SimpleShader.getRadiance(ShadingState state) |
Color |
QuickGrayShader.getRadiance(ShadingState state) |
Color |
UVShader.getRadiance(ShadingState state) |
Color |
GlassShader.getRadiance(ShadingState state) |
Color |
UberShader.getRadiance(ShadingState state) |
Color |
PhongShader.getRadiance(ShadingState state) |
Color |
ViewIrradianceShader.getRadiance(ShadingState state) |
Color |
IDShader.getRadiance(ShadingState state) |
Color |
TexturedDiffuseShader.getRadiance(ShadingState state) |
Color |
WireframeShader.getRadiance(ShadingState state) |
Color |
TexturedShinyDiffuseShader.getRadiance(ShadingState state) |
Color |
NormalShader.getRadiance(ShadingState state) |
Color |
UberShader.getSpecular(ShadingState state) |
void |
AnisotropicWardShader.scatterPhoton(ShadingState state,
Color power) |
void |
ViewCausticsShader.scatterPhoton(ShadingState state,
Color power) |
void |
ShinyDiffuseShader.scatterPhoton(ShadingState state,
Color power) |
void |
ConstantShader.scatterPhoton(ShadingState state,
Color power) |
void |
MirrorShader.scatterPhoton(ShadingState state,
Color power) |
void |
AmbientOcclusionShader.scatterPhoton(ShadingState state,
Color power) |
void |
ViewGlobalPhotonsShader.scatterPhoton(ShadingState state,
Color power) |
void |
PrimIDShader.scatterPhoton(ShadingState state,
Color power) |
void |
DiffuseShader.scatterPhoton(ShadingState state,
Color power) |
void |
SimpleShader.scatterPhoton(ShadingState state,
Color power) |
void |
QuickGrayShader.scatterPhoton(ShadingState state,
Color power) |
void |
UVShader.scatterPhoton(ShadingState state,
Color power) |
void |
GlassShader.scatterPhoton(ShadingState state,
Color power) |
void |
UberShader.scatterPhoton(ShadingState state,
Color power) |
void |
PhongShader.scatterPhoton(ShadingState state,
Color power) |
void |
ViewIrradianceShader.scatterPhoton(ShadingState state,
Color power) |
void |
IDShader.scatterPhoton(ShadingState state,
Color power) |
void |
WireframeShader.scatterPhoton(ShadingState state,
Color power) |
void |
NormalShader.scatterPhoton(ShadingState state,
Color power) |