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00024 #include "lux.h"
00025 #include "light.h"
00026 #include "shape.h"
00027 #include "scene.h"
00028 #include "texture.h"
00029
00030 namespace lux
00031 {
00032
00033
00034 class DistantLight : public Light {
00035 public:
00036
00037 DistantLight(const Transform &light2world,
00038 const boost::shared_ptr< Texture<SWCSpectrum> > L, float gain,
00039 const Vector &dir);
00040 virtual ~DistantLight();
00041 virtual bool IsDeltaLight() const { return true; }
00042 virtual bool IsEnvironmental() const { return true; }
00043 virtual SWCSpectrum Power(const TsPack *tspack, const Scene *scene) const {
00044 Point worldCenter;
00045 float worldRadius;
00046 scene->WorldBound().BoundingSphere(&worldCenter,
00047 &worldRadius);
00048 return Lbase->Evaluate(tspack, dummydg) * gain * M_PI * worldRadius * worldRadius;
00049 }
00050 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Point &P, float u1, float u2, float u3,
00051 Vector *wo, float *pdf, VisibilityTester *visibility) const;
00052 virtual SWCSpectrum Sample_L(const TsPack *tspack, const Scene *scene, float u1, float u2,
00053 float u3, float u4, Ray *ray, float *pdf) const;
00054 virtual float Pdf(const Point &, const Vector &) const;
00055 virtual float Pdf(const Point &p, const Normal &n,
00056 const Point &po, const Normal &ns) const;
00057
00058 static Light *CreateLight(const Transform &light2world,
00059 const ParamSet ¶mSet, const TextureParams &tp);
00060 private:
00061
00062 Vector lightDir;
00063 boost::shared_ptr< Texture<SWCSpectrum> > Lbase;
00064 DifferentialGeometry dummydg;
00065 float gain;
00066 };
00067
00068 }