Package org.sunflow.core.light
Class TriangleMeshLight
- java.lang.Object
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- org.sunflow.core.primitive.TriangleMesh
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- org.sunflow.core.light.TriangleMeshLight
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- All Implemented Interfaces:
LightSource
,PrimitiveList
,RenderObject
,Shader
public class TriangleMeshLight extends TriangleMesh implements Shader, LightSource
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Field Summary
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Fields inherited from class org.sunflow.core.primitive.TriangleMesh
points, triangles
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Constructor Summary
Constructors Constructor Description TriangleMeshLight()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description Instance
createInstance()
Create an instance which represents the geometry of this light source.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()
Returnstrue
if this shader is fully opaque.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.-
Methods inherited from class org.sunflow.core.primitive.TriangleMesh
getBakingPrimitives, getNumPrimitives, getPoint, getPoint, getPrimitiveBound, getWorldBounds, init, intersectPrimitive, prepareShadingState, setSmallTriangles, writeObj
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Method Detail
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update
public boolean update(ParameterList pl, SunflowAPI api)
Description copied from interface:RenderObject
Update 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:
update
in interfaceRenderObject
- Overrides:
update
in classTriangleMesh
- Parameters:
pl
- list of parameters to read fromapi
- reference to the current scene- Returns:
true
if the update is succesfull,false
otherwise
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getRadiance
public Color getRadiance(ShadingState state)
Description copied from interface:Shader
Gets 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:
getRadiance
in interfaceShader
- Parameters:
state
- current render state- Returns:
- color emitted or reflected by the shader
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scatterPhoton
public void scatterPhoton(ShadingState state, Color power)
Description copied from interface:Shader
Scatter 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:
scatterPhoton
in interfaceShader
- Parameters:
state
- current statepower
- power of the incoming photon.
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createInstance
public Instance createInstance()
Description copied from interface:LightSource
Create 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 returnnull
to indicate that no geometry needs to be created.- Specified by:
createInstance
in interfaceLightSource
- Returns:
- an instance describing the light source
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getNumSamples
public int getNumSamples()
Description copied from interface:LightSource
Get the maximum number of samples that can be taken from this light source. This is currently only used for statistics reporting.- Specified by:
getNumSamples
in 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:LightSource
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.- Specified by:
getPhoton
in 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:LightSource
Get the total power emitted by this light source. Lights that have 0 power will not emit any photons.- Specified by:
getPower
in interfaceLightSource
- Returns:
- light source power
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getSamples
public void getSamples(ShadingState state)
Description copied from interface:LightSource
Samples the light source to compute direct illumination. Light samples can be created using theLightSample
class 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:
getSamples
in interfaceLightSource
- Parameters:
state
- current state, including point to be shaded- See Also:
LightSample
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isOpaque
public boolean isOpaque()
Description copied from interface:Shader
Returnstrue
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.
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getOpacity
public Color getOpacity(ShadingState state)
Description copied from interface:Shader
Returns how much light is blocked by this shader.- Specified by:
getOpacity
in interfaceShader
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