de.grogra.ray.shader
Interface RTShader


public interface RTShader


Nested Class Summary
static class RTShader.TransparencyInput
           
static class RTShader.TransparencyInput_Double
           
 
Field Summary
static float LAMBERTIAN_VARIANCE
           
 
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)
           
 

Field Detail

LAMBERTIAN_VARIANCE

static final float LAMBERTIAN_VARIANCE
See Also:
Constant Field Values
Method Detail

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)