, including all inherited members.
AddPortalShape(boost::shared_ptr< Shape > shape) | lux::Light | |
ChromaticityToSpectrum(const float x, const float y, SWCSpectrum *const dst_spect) const | lux::SkyLight | |
CreateLight(const Transform &light2world, const ParamSet ¶mSet) | lux::SkyLight | [static] |
Eval(const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
EvalDirectionPdf(const Point p, const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
EvalPositionPdf(const Point p, const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
GetAtmosphericEffects(const Vector &viewer, const Vector &source, Spectrum &atmAttenuation, Spectrum &atmInscatter) const | lux::SkyLight | |
GetSkySpectralRadiance(const float theta, const float phi, SWCSpectrum *const dst_spect) const | lux::SkyLight | |
GetSunPosition() const | lux::SkyLight | |
GetSunSolidAngle() const | lux::SkyLight | |
GetSunSpectralRadiance() const | lux::SkyLight | |
havePortalShape | lux::Light | |
InitSunThetaPhi() | lux::SkyLight | |
IsDeltaLight() const | lux::SkyLight | [inline, virtual] |
Le(const RayDifferential &r) const | lux::SkyLight | [virtual] |
Le(const Scene *scene, const Ray &r, const Normal &n, BSDF **bsdf, float *pdf, float *pdfDirect) const | lux::SkyLight | [virtual] |
Light(const Transform &l2w, int ns=1) | lux::Light | [inline] |
LightToWorld | lux::Light | [protected] |
nrPortalShapes | lux::Light | |
nSamples | lux::Light | |
Pdf(const Point &, const Normal &, const Vector &) const | lux::SkyLight | [virtual] |
Pdf(const Point &, const Vector &) const | lux::SkyLight | [virtual] |
lux::Light::Pdf(const Scene *scene, const Point &p) const | lux::Light | [inline, virtual] |
perez_x | lux::SkyLight | [private] |
perez_Y | lux::SkyLight | [private] |
perez_y | lux::SkyLight | [private] |
PerezFunction(const float *lam, float theta, float phi, float lvz) const | lux::SkyLight | [inline] |
phiS | lux::SkyLight | [private] |
PortalArea | lux::Light | |
PortalShapes | lux::Light | |
Power(const Scene *scene) const | lux::SkyLight | [inline, virtual] |
Sample_L(const Point &p, const Normal &n, float u1, float u2, float u3, Vector *wi, float *pdf, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
Sample_L(const Point &p, float u1, float u2, float u3, Vector *wi, float *pdf, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
Sample_L(const Scene *scene, float u1, float u2, float u3, float u4, Ray *ray, float *pdf) const | lux::SkyLight | [virtual] |
Sample_L(const Point &P, Vector *w, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
Sample_L(const Scene *scene, float u1, float u2, BSDF **bsdf, float *pdf) const | lux::SkyLight | [virtual] |
Sample_L(const Scene *scene, const Point &p, const Normal &n, float u1, float u2, float u3, BSDF **bsdf, float *pdf, float *pdfDirect, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
SampleDirection(float u1, float u2, const Normal &nn, Vector *wo, float *pdf) const | lux::Light | [inline, virtual] |
SamplePosition(float u1, float u2, Point *p, Normal *n, float *pdf) const | lux::Light | [inline, virtual] |
SkyLight(const Transform &light2world, const float skyscale, int ns, Vector sd, float turb, float aconst, float bconst, float cconst, float dconst, float econst) | lux::SkyLight | |
skyScale | lux::SkyLight | [private] |
sundir | lux::SkyLight | [private] |
SunThetaPhi(float &theta, float &phi) const | lux::SkyLight | |
thetaS | lux::SkyLight | [private] |
turbidity | lux::SkyLight | [private] |
WorldToLight | lux::Light | [protected] |
zenith_x | lux::SkyLight | [private] |
zenith_y | lux::SkyLight | [private] |
zenith_Y | lux::SkyLight | [private] |
~Light() | lux::Light | [virtual] |
~SkyLight() | lux::SkyLight | |