Class SunSkyLight

java.lang.Object
org.sunflow.core.light.SunSkyLight
All Implemented Interfaces:
LightSource, PrimitiveList, RenderObject, Shader

public class SunSkyLight extends Object implements LightSource, PrimitiveList, Shader
  • Constructor Details

    • SunSkyLight

      public SunSkyLight()
  • Method Details

    • 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 interface RenderObject
      Parameters:
      pl - list of parameters to read from
      api - reference to the current scene
      Returns:
      true if the update is succesfull, false otherwise
    • 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 interface LightSource
      Returns:
      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)
      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 interface LightSource
      Parameters:
      randX1 - sampling parameter
      randY1 - sampling parameter
      randX2 - sampling parameter
      randY2 - sampling parameter
      p - position to shoot the photon from
      dir - direction to shoot the photon in
      power - power of the photon
    • 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 interface LightSource
      Returns:
      light source power
    • 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 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.
      Specified by:
      getSamples in interface LightSource
      Parameters:
      state - current state, including point to be shaded
      See Also:
    • getBakingPrimitives

      public PrimitiveList getBakingPrimitives()
      Description copied from interface: PrimitiveList
      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.
      Specified by:
      getBakingPrimitives in interface PrimitiveList
      Returns:
      a list of baking primitives
    • getNumPrimitives

      public int getNumPrimitives()
      Description copied from interface: PrimitiveList
      Returns the number of individual primtives in this aggregate object.
      Specified by:
      getNumPrimitives in interface PrimitiveList
      Returns:
      number of primitives
    • getPrimitiveBound

      public float getPrimitiveBound(int primID, int i)
      Description copied from interface: PrimitiveList
      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.
      Specified by:
      getPrimitiveBound in interface PrimitiveList
      Parameters:
      primID - primitive index
      i - bounding box side index
      Returns:
      value of the request bound
    • getWorldBounds

      public BoundingBox getWorldBounds(Matrix4 o2w)
      Description copied from interface: PrimitiveList
      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.
      Specified by:
      getWorldBounds in interface PrimitiveList
      Parameters:
      o2w - object to world transformation matrix
      Returns:
      object bounding box in world space
    • intersectPrimitive

      public void intersectPrimitive(Ray r, int primID, IntersectionState state)
      Description copied from interface: PrimitiveList
      Intersect the specified primitive in local space.
      Specified by:
      intersectPrimitive in interface PrimitiveList
      Parameters:
      r - ray in the object's local space
      primID - primitive index to intersect
      state - intersection state
      See Also:
    • prepareShadingState

      public void prepareShadingState(ShadingState state)
      Description copied from interface: PrimitiveList
      Prepare the specified ShadingState by setting all of its internal parameters.
      Specified by:
      prepareShadingState in interface PrimitiveList
      Parameters:
      state - shading state to fill in
    • 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 interface Shader
      Parameters:
      state - current render state
      Returns:
      color emitted or reflected by the shader
    • getSunColor

      public Color getSunColor()
    • 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 interface Shader
      Parameters:
      state - current state
      power - power of the incoming photon.
    • 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 return null to indicate that no geometry needs to be created.
      Specified by:
      createInstance in interface LightSource
      Returns:
      an instance describing the light source
    • isOpaque

      public boolean isOpaque()
      Description copied from interface: Shader
      Returns true 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.
      Specified by:
      isOpaque in interface Shader
    • getOpacity

      public Color getOpacity(ShadingState state)
      Description copied from interface: Shader
      Returns how much light is blocked by this shader.
      Specified by:
      getOpacity in interface Shader