org.sunflow.core
Interface LightSource
- RenderObject
- CornellBox, DirectionalSpotlight, ImageBasedLight, PointLight, SphereLight, SunSkyLight
public interface LightSource
This interface is used to represent any light emitting primitive. It permits
efficient sampling of direct illumination and photon shooting.
int | getNumSamples() - Get the maximum number of samples that can be taken from this light
source.
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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.
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float | getPower() - Get the total power emitted by this light source.
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void | getSamples(ShadingState state) - Samples the light source to compute direct illumination.
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getNumSamples
public int getNumSamples()
Get the maximum number of samples that can be taken from this light
source. This is currently only used for statistics reporting.
- maximum number of samples to be taken from this light source
getPhoton
public 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. 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.
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
getPower
public float getPower()
Get the total power emitted by this light source. Lights that have 0
power will not emit any photons.
getSamples
public void getSamples(ShadingState state)
Samples the light source to compute direct illumination. Light samples
can be created using the
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.
state
- current state, including point to be shaded