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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 "spd.h"
00030
00031 namespace lux
00032 {
00033
00034
00035 class SkyLight : public Light {
00036 public:
00037
00038 SkyLight(const Transform &light2world, const float skyscale, int ns, Vector sd, float turb, float aconst, float bconst, float cconst, float dconst, float econst);
00039 virtual ~SkyLight();
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 SWCSpectrum zenith;
00046 GetSkySpectralRadiance(tspack, 0.f, 0.f, &zenith);
00047 return zenith * (havePortalShape ? PortalArea : 4.f * M_PI * worldRadius * worldRadius) * 2.f * M_PI;
00048
00049 }
00050 virtual bool IsDeltaLight() const { return false; }
00051 virtual bool IsEnvironmental() const { return true; }
00052 virtual SWCSpectrum Le(const TsPack *tspack, const RayDifferential &r) const;
00053 virtual SWCSpectrum Le(const TsPack *tspack, const Scene *scene, const Ray &r,
00054 const Normal &n, BSDF **bsdf, float *pdf, float *pdfDirect) const;
00055 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &p, const Normal &n,
00056 float u1, float u2, float u3, Vector *wi, float *pdf,
00057 VisibilityTester *visibility) const;
00058 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &p, float u1, float u2, float u3,
00059 Vector *wi, float *pdf, VisibilityTester *visibility) const;
00060 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2,
00061 float u3, float u4, Ray *ray, float *pdf) const;
00062 virtual float Pdf(const Point &, const Normal &, const Vector &) const;
00063 virtual float Pdf(const Point &, const Vector &) const;
00064 virtual float Pdf(const Point &p, const Normal &n,
00065 const Point &po, const Normal &ns) const;
00066 virtual bool Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2, float u3, BSDF **bsdf, float *pdf, SWCSpectrum *Le) const;
00067 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;
00068 void GetSkySpectralRadiance(const TsPack *tspack, const float theta, const float phi, SWCSpectrum * const dst_spect) const;
00069
00070 static Light *CreateLight(const Transform &light2world,
00071 const ParamSet ¶mSet, const TextureParams &tp);
00072
00073 private:
00074
00075 Vector GetSunPosition() const;
00076 void SunThetaPhi(float &theta, float &phi) const;
00077 RGBColor GetSunSpectralRadiance() const;
00078 float GetSunSolidAngle() const;
00079 void GetAtmosphericEffects(const Vector &viewer, const Vector &source,
00080 RGBColor &atmAttenuation, RGBColor &atmInscatter ) const;
00081
00082 void InitSunThetaPhi();
00083 void ChromaticityToSpectrum(const TsPack *tspack, const float x, const float y, SWCSpectrum * const dst_spect) const;
00084
00085
00086 float skyScale;
00087 Vector sundir;
00088 float turbidity;
00089 float thetaS, phiS;
00090 float zenith_Y, zenith_x, zenith_y;
00091 float perez_Y[6], perez_x[6], perez_y[6];
00092 };
00093
00094 }
00095