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