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00024 #include "lux.h"
00025 #include "light.h"
00026 #include "shape.h"
00027 #include "scene.h"
00028 #include "spd.h"
00029
00030 namespace lux
00031 {
00032
00033
00034 class SunLight : public Light {
00035 public:
00036
00037 SunLight(const Transform &light2world, const float sunscale, const Vector &dir, float turb, float relSize, int ns);
00038 virtual ~SunLight() { delete LSPD; }
00039 virtual bool IsDeltaLight() const { return cosThetaMax == 1.0; }
00040 virtual bool IsEnvironmental() const { return true; }
00041 virtual SWCSpectrum Power(const TsPack *tspack, const Scene *scene) const {
00042 Point worldCenter;
00043 float worldRadius;
00044 scene->WorldBound().BoundingSphere(&worldCenter,
00045 &worldRadius);
00046 return SWCSpectrum(tspack, LSPD) * (havePortalShape ? PortalArea : M_PI * worldRadius * worldRadius) * 2.f * M_PI * (1.f - cosThetaMax);
00047 }
00048 virtual SWCSpectrum Le(const TsPack *tspack, const RayDifferential &r) const;
00049 virtual SWCSpectrum Le(const TsPack *tspack, const Scene *scene, const Ray &r,
00050 const Normal &n, BSDF **bsdf, float *pdf, float *pdfDirect) const;
00051 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &P, float u1, float u2, float u3,
00052 Vector *wo, float *pdf, VisibilityTester *visibility) const;
00053 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2,
00054 float u3, float u4, Ray *ray, float *pdf) const;
00055 virtual float Pdf(const Point &, const Vector &) const;
00056 virtual float Pdf(const Point &p, const Normal &n,
00057 const Point &po, const Normal &ns) const;
00058
00059 virtual bool Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2, float u3, BSDF **bsdf, float *pdf, SWCSpectrum *Le) const;
00060 virtual bool Sample_L(const TsPack *tspack, const Scene *scene, const Point &p, const Normal &n, float u1, float u2, float u3, BSDF **bsdf, float *pdf, float *pdfDirect, VisibilityTester *visibility, SWCSpectrum *Le) const;
00061
00062 static Light *CreateLight(const Transform &light2world,
00063 const ParamSet ¶mSet, const TextureParams &tp);
00064
00065 private:
00066 bool checkPortals(Ray portalRay) const;
00067
00068
00069 Vector sundir;
00070
00071 Vector x, y;
00072 float turbidity;
00073 float thetaS, phiS, V;
00074 float cosThetaMax, sin2ThetaMax;
00075 SPD *LSPD;
00076 };
00077
00078 }