Package org.sunflow.core.light
Class SunSkyLight
- java.lang.Object
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- org.sunflow.core.light.SunSkyLight
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- All Implemented Interfaces:
LightSource,PrimitiveList,RenderObject,Shader
public class SunSkyLight extends java.lang.Object implements LightSource, PrimitiveList, Shader
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Field Summary
Fields Modifier and Type Field Description private OrthoNormalBasisbasisprivate float[]colHistogramprivate ColorgroundColorprivate booleangroundExtendSkyprivate float[][]imageHistogramprivate floatjacobianprivate static float[]k_gAmplitudesprivate static IrregularSpectralCurvek_gCurveprivate static float[]k_gWavelengthsprivate static float[]k_oAmplitudesprivate static IrregularSpectralCurvek_oCurveprivate static float[]k_oWavelengthsprivate static float[]k_waAmplitudesprivate static IrregularSpectralCurvek_waCurveprivate static float[]k_waWavelengthsprivate intnumSkySamplesprivate double[]perezxprivate double[]perezyprivate double[]perezYprivate static float[]solAmplitudesprivate static RegularSpectralCurvesolCurveprivate ColorsunColorprivate Vector3sunDirprivate Vector3sunDirWorldprivate SpectralCurvesunSpectralRadianceprivate floatsunThetaprivate floatturbidityprivate doublezenithxprivate doublezenithyprivate doublezenithY
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Constructor Summary
Constructors Constructor Description SunSkyLight()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description private SpectralCurvecomputeAttenuatedSunlight(float theta, float turbidity)InstancecreateInstance()Create an instance which represents the geometry of this light source.PrimitiveListgetBakingPrimitives()Create a newPrimitiveListobject suitable for baking lightmaps.private Vector3getDirection(float u, float v)intgetNumPrimitives()Returns the number of individual primtives in this aggregate object.intgetNumSamples()Get the maximum number of samples that can be taken from this light source.ColorgetOpacity(ShadingState state)Returns how much light is blocked by this shader.voidgetPhoton(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.floatgetPower()Get the total power emitted by this light source.floatgetPrimitiveBound(int primID, int i)Retrieve the bounding box component of a particular primitive in object space.ColorgetRadiance(ShadingState state)Gets the radiance for a specified rendering state.voidgetSamples(ShadingState state)Samples the light source to compute direct illumination.private ColorgetSkyRGB(Vector3 dir)ColorgetSunColor()BoundingBoxgetWorldBounds(Matrix4 o2w)Compute a bounding box of this object in world space, using the specified object-to-world transformation matrix.private voidinitSunSky()voidintersectPrimitive(Ray r, int primID, IntersectionState state)Intersect the specified primitive in local space.booleanisOpaque()Returnstrueif this shader is fully opaque.private doubleperezFunction(double[] lam, double theta, double gamma, double lvz)voidprepareShadingState(ShadingState state)Prepare the specifiedShadingStateby setting all of its internal parameters.voidscatterPhoton(ShadingState state, Color power)Scatter a photon with the specied power.booleanupdate(ParameterList pl, SunflowAPI api)Update this object given a list of parameters.
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Field Detail
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numSkySamples
private int numSkySamples
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basis
private OrthoNormalBasis basis
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groundExtendSky
private boolean groundExtendSky
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groundColor
private Color groundColor
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sunDirWorld
private Vector3 sunDirWorld
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turbidity
private float turbidity
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sunDir
private Vector3 sunDir
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sunSpectralRadiance
private SpectralCurve sunSpectralRadiance
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sunColor
private Color sunColor
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sunTheta
private float sunTheta
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zenithY
private double zenithY
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zenithx
private double zenithx
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zenithy
private double zenithy
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perezY
private final double[] perezY
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perezx
private final double[] perezx
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perezy
private final double[] perezy
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jacobian
private float jacobian
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colHistogram
private float[] colHistogram
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imageHistogram
private float[][] imageHistogram
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solAmplitudes
private static final float[] solAmplitudes
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solCurve
private static final RegularSpectralCurve solCurve
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k_oWavelengths
private static final float[] k_oWavelengths
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k_oAmplitudes
private static final float[] k_oAmplitudes
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k_gWavelengths
private static final float[] k_gWavelengths
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k_gAmplitudes
private static final float[] k_gAmplitudes
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k_waWavelengths
private static final float[] k_waWavelengths
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k_waAmplitudes
private static final float[] k_waAmplitudes
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k_oCurve
private static final IrregularSpectralCurve k_oCurve
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k_gCurve
private static final IrregularSpectralCurve k_gCurve
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k_waCurve
private static final IrregularSpectralCurve k_waCurve
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Method Detail
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computeAttenuatedSunlight
private SpectralCurve computeAttenuatedSunlight(float theta, float turbidity)
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perezFunction
private double perezFunction(double[] lam, double theta, double gamma, double lvz)
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initSunSky
private void initSunSky()
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update
public boolean update(ParameterList pl, SunflowAPI api)
Description copied from interface:RenderObjectUpdate 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:
updatein interfaceRenderObject- Parameters:
pl- list of parameters to read fromapi- reference to the current scene- Returns:
trueif the update is succesfull,falseotherwise
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getNumSamples
public int getNumSamples()
Description copied from interface:LightSourceGet the maximum number of samples that can be taken from this light source. This is currently only used for statistics reporting.- Specified by:
getNumSamplesin 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:LightSourceGets 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:
getPhotonin 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:LightSourceGet the total power emitted by this light source. Lights that have 0 power will not emit any photons.- Specified by:
getPowerin interfaceLightSource- Returns:
- light source power
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getSamples
public void getSamples(ShadingState state)
Description copied from interface:LightSourceSamples the light source to compute direct illumination. Light samples can be created using theLightSampleclass 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:
getSamplesin interfaceLightSource- Parameters:
state- current state, including point to be shaded- See Also:
LightSample
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getBakingPrimitives
public PrimitiveList getBakingPrimitives()
Description copied from interface:PrimitiveListCreate a newPrimitiveListobject 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 returnnull.- Specified by:
getBakingPrimitivesin interfacePrimitiveList- Returns:
- a list of baking primitives
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getNumPrimitives
public int getNumPrimitives()
Description copied from interface:PrimitiveListReturns the number of individual primtives in this aggregate object.- Specified by:
getNumPrimitivesin interfacePrimitiveList- Returns:
- number of primitives
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getPrimitiveBound
public float getPrimitiveBound(int primID, int i)Description copied from interface:PrimitiveListRetrieve 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:
getPrimitiveBoundin interfacePrimitiveList- Parameters:
primID- primitive indexi- bounding box side index- Returns:
- value of the request bound
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getWorldBounds
public BoundingBox getWorldBounds(Matrix4 o2w)
Description copied from interface:PrimitiveListCompute 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 useMatrix4.transform(BoundingBox). If the matrix isnullno transformation is needed, and object space is equivalent to world space.- Specified by:
getWorldBoundsin interfacePrimitiveList- Parameters:
o2w- object to world transformation matrix- Returns:
- object bounding box in world space
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intersectPrimitive
public void intersectPrimitive(Ray r, int primID, IntersectionState state)
Description copied from interface:PrimitiveListIntersect the specified primitive in local space.- Specified by:
intersectPrimitivein interfacePrimitiveList- Parameters:
r- ray in the object's local spaceprimID- primitive index to intersectstate- intersection state- See Also:
Ray.setMax(float),IntersectionState.setIntersection(int, float, float)
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prepareShadingState
public void prepareShadingState(ShadingState state)
Description copied from interface:PrimitiveListPrepare the specifiedShadingStateby setting all of its internal parameters.- Specified by:
prepareShadingStatein interfacePrimitiveList- Parameters:
state- shading state to fill in
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getRadiance
public Color getRadiance(ShadingState state)
Description copied from interface:ShaderGets 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:
getRadiancein interfaceShader- Parameters:
state- current render state- Returns:
- color emitted or reflected by the shader
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getSunColor
public Color getSunColor()
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scatterPhoton
public void scatterPhoton(ShadingState state, Color power)
Description copied from interface:ShaderScatter 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:
scatterPhotonin interfaceShader- Parameters:
state- current statepower- power of the incoming photon.
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getDirection
private Vector3 getDirection(float u, float v)
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createInstance
public Instance createInstance()
Description copied from interface:LightSourceCreate 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 returnnullto indicate that no geometry needs to be created.- Specified by:
createInstancein interfaceLightSource- Returns:
- an instance describing the light source
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isOpaque
public boolean isOpaque()
Description copied from interface:ShaderReturnstrueif 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:ShaderReturns how much light is blocked by this shader.- Specified by:
getOpacityin interfaceShader
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