getBakingPrimitives
public PrimitiveList getBakingPrimitives()
Create a new
PrimitiveList
object suitable for baking lightmaps.
This means a set of primitives laid out in the unit square UV space. This
method is optional, objects which do not support it should simply return
null
.
- getBakingPrimitives in interface PrimitiveList
- a list of baking primitives
getNumPrimitives
public int getNumPrimitives()
Returns the number of individual primtives in this aggregate object.
- getNumPrimitives in interface PrimitiveList
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.
- getNumSamples in interface LightSource
- 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.
- 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 photon
getPower
public float getPower()
Get the total power emitted by this light source. Lights that have 0
power will not emit any photons.
- getPower in interface LightSource
getPrimitiveBound
public float getPrimitiveBound(int primID,
int i)
Retrieve the bounding box component of a particular primitive in object
space. Even indexes get minimum values, while odd indexes get the maximum
values for each axis.
- getPrimitiveBound in interface PrimitiveList
primID
- primitive indexi
- bounding box side index
- value of the request bound
getRadiance
public Color getRadiance(ShadingState state)
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.
- getRadiance in interface Shader
state
- current render state
- color emitted or reflected by the shader
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.
- getSamples in interface LightSource
state
- current state, including point to be shaded
getWorldBounds
public BoundingBox getWorldBounds(Matrix4 o2w)
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix. The bounds should be as exact as
possible, if they are difficult or expensive to compute exactly, you may
use
Matrix4.transform(BoundingBox)
. If the matrix is
null
no transformation is needed, and object space is
equivalent to world space.
- getWorldBounds in interface PrimitiveList
o2w
- object to world transformation matrix
- object bounding box in world space
intersectPrimitive
public void intersectPrimitive(Ray r,
int primID,
IntersectionState state)
Intersect the specified primitive in local space.
- intersectPrimitive in interface PrimitiveList
r
- ray in the object's local spaceprimID
- primitive index to intersectstate
- intersection state
scatterPhoton
public void scatterPhoton(ShadingState state,
Color power)
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.
- scatterPhoton in interface Shader
state
- current statepower
- power of the incoming photon.
update
public boolean update(ParameterList pl,
SunflowAPI api)
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.
- update in interface RenderObject
pl
- list of parameters to read fromapi
- reference to the current scene
true
if the update is succesfull,
false
otherwise