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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 class InfiniteAreaLightIS : public Light {
00035 public:
00036
00037 InfiniteAreaLightIS(const Transform &light2world, const RGBColor &power, int ns,
00038 const string &texmap);
00039 virtual ~InfiniteAreaLightIS();
00040 virtual SWCSpectrum Power(const TsPack *tspack, const Scene *scene) const {
00041 Point worldCenter;
00042 float worldRadius;
00043 scene->WorldBound().BoundingSphere(&worldCenter,
00044 &worldRadius);
00045 return SWCSpectrum(tspack, Lbase * radianceMap->Lookup(.5f, .5f, .5f) *
00046 M_PI * worldRadius * worldRadius);
00047 }
00048 virtual bool IsDeltaLight() const { return false; }
00049 virtual bool IsEnvironmental() const { return true; }
00050 virtual SWCSpectrum Le(const TsPack *tspack, const RayDifferential &r) const;
00051 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &p, float u1, float u2, float u3,
00052 Vector *wi, 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 static Light *CreateLight(const Transform &light2world,
00060 const ParamSet ¶mSet, const TextureParams &tp);
00061
00062 private:
00063
00064 RGBColor Lbase;
00065 MIPMap<RGBColor> *radianceMap;
00066 Distribution1D *uDistrib, **vDistribs;
00067 };
00068
00069 }
00070