de.grogra.ray.shader
Interface RTShader
public interface RTShader
Method Summary |
float |
computeBSDF(ShadingEnvironment env,
Vector3f in,
Vector3f out,
boolean adjoint,
Color3f bsdf)
|
void |
computeMaxRays(ShadingEnvironment env,
Ray reflectedRay,
Vector3f reflectedVariance,
Ray refractedRay,
Vector3f refractedVariance)
|
void |
generateRandomRay(ShadingEnvironment env,
Ray randomRay)
|
void |
generateRandomRays(ShadingEnvironment env,
RayList randomRays)
|
void |
generateRandomRays(ShadingEnvironment env,
Vector3f out,
RayList rays,
boolean adjoint,
int seed)
|
int |
getShaderFlags()
|
void |
getShadingColor(ShadingEnvironment env,
Color3f color)
|
float |
getshadingColorByComputeBSDF(ShadingEnvironment env,
Vector3f in,
boolean adjoint,
Color3f bsdf)
|
boolean |
isTransparent()
|
boolean |
isTransparent(RTShader.TransparencyInput in)
|
LAMBERTIAN_VARIANCE
static final float LAMBERTIAN_VARIANCE
- See Also:
- Constant Field Values
computeBSDF
float computeBSDF(ShadingEnvironment env,
Vector3f in,
Vector3f out,
boolean adjoint,
Color3f bsdf)
computeMaxRays
void computeMaxRays(ShadingEnvironment env,
Ray reflectedRay,
Vector3f reflectedVariance,
Ray refractedRay,
Vector3f refractedVariance)
generateRandomRay
void generateRandomRay(ShadingEnvironment env,
Ray randomRay)
generateRandomRays
void generateRandomRays(ShadingEnvironment env,
RayList randomRays)
generateRandomRays
void generateRandomRays(ShadingEnvironment env,
Vector3f out,
RayList rays,
boolean adjoint,
int seed)
getShaderFlags
int getShaderFlags()
getShadingColor
void getShadingColor(ShadingEnvironment env,
Color3f color)
getshadingColorByComputeBSDF
float getshadingColorByComputeBSDF(ShadingEnvironment env,
Vector3f in,
boolean adjoint,
Color3f bsdf)
isTransparent
boolean isTransparent()
isTransparent
boolean isTransparent(RTShader.TransparencyInput in)