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00024 #include "lux.h"
00025 #include "light.h"
00026 #include "texture.h"
00027 #include "shape.h"
00028 #include "scene.h"
00029 #include "mipmap.h"
00030
00031 namespace lux
00032 {
00033
00034
00035 class InfiniteAreaLight : public Light {
00036 public:
00037
00038 InfiniteAreaLight(const Transform &light2world, const RGBColor &l, int ns, const string &texmap,
00039 EnvironmentMapping *m, float gain, float gamma);
00040 virtual ~InfiniteAreaLight();
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 RGBColor L = Lbase;
00047 if (radianceMap != NULL)
00048 L *= radianceMap->Lookup(.5f, .5f, .5f);
00049
00050 return SWCSpectrum(tspack, SPDbase) * SWCSpectrum(tspack, L) * (M_PI * worldRadius * worldRadius);
00051 }
00052 virtual bool IsDeltaLight() const { return false; }
00053 virtual bool IsEnvironmental() const { return true; }
00054 virtual SWCSpectrum Le(const TsPack *tspack, const RayDifferential &r) const;
00055 virtual SWCSpectrum Le(const TsPack *tspack, const Scene *scene, const Ray &r,
00056 const Normal &n, BSDF **bsdf, float *pdf, float *pdfDirect) const;
00057 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &p, const Normal &n,
00058 float u1, float u2, float u3, Vector *wi, float *pdf,
00059 VisibilityTester *visibility) const;
00060 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &p, float u1, float u2, float u3,
00061 Vector *wi, float *pdf, VisibilityTester *visibility) const;
00062 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2,
00063 float u3, float u4, Ray *ray, float *pdf) const;
00064 virtual float Pdf(const Point &, const Normal &, const Vector &) const;
00065 virtual float Pdf(const Point &, const Vector &) const;
00066 virtual float Pdf(const Point &p, const Normal &n,
00067 const Point &po, const Normal &ns) const;
00068 virtual bool Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2, float u3, BSDF **bsdf, float *pdf, SWCSpectrum *Le) const;
00069 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;
00070
00071 static Light *CreateLight(const Transform &light2world,
00072 const ParamSet ¶mSet, const TextureParams &tp);
00073 private:
00074
00075 SPD *SPDbase;
00076 RGBColor Lbase;
00077 MIPMap<RGBColor> *radianceMap;
00078 EnvironmentMapping *mapping;
00079 };
00080
00081 }
00082
00083