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Assignments
Ray::PointLight Class Reference

#include <pointLight.h>

Inheritance diagram for Ray::PointLight:
Ray::Light Ray::SphereLight

Public Member Functions

std::string name (void) const
 
Util::Point3D getAmbient (Util::Ray3D ray, const class RayShapeIntersectionInfo &iInfo, const Material &material) const
 
Util::Point3D getDiffuse (Util::Ray3D ray, const class RayShapeIntersectionInfo &iInfo, const Material &material) const
 
Util::Point3D getSpecular (Util::Ray3D ray, const class RayShapeIntersectionInfo &iInfo, const Material &material) const
 
bool isInShadow (const class RayShapeIntersectionInfo &iInfo, const class Shape &shape, unsigned int tIdx) const
 
Util::Point3D transparency (const class RayShapeIntersectionInfo &iInfo, const class Shape &shape, Util::Point3D cLimit, unsigned int samples, unsigned int tIdx) const
 
void drawOpenGL (int index, GLSLProgram *glslProgram) const
 
- Public Member Functions inherited from Ray::Light
virtual ~Light (void)
 

Static Public Member Functions

static std::string Directive (void)
 

Protected Attributes

Util::Point3D _location
 
double _constAtten
 
double _linearAtten
 
double _quadAtten
 
- Protected Attributes inherited from Ray::Light
Util::Point3D _ambient
 
Util::Point3D _diffuse
 
Util::Point3D _specular
 

Private Member Functions

void _write (std::ostream &stream) const
 
void _read (std::istream &stream)
 

Detailed Description

This class describes a point-light light-source. This light has a fixed position and the light attenuates as function of the distance from the light-source.

Member Function Documentation

◆ _read()

void PointLight::_read ( std::istream &  stream)
privatevirtual

This method reads the Light from the stream (excluding the starting directive)

Implements Ray::Light.

Reimplemented in Ray::SphereLight.

◆ _write()

void PointLight::_write ( std::ostream &  stream) const
privatevirtual

This method writes the Light into the stream (including the starting directive)

Implements Ray::Light.

Reimplemented in Ray::SphereLight.

◆ Directive()

static std::string Ray::PointLight::Directive ( void  )
inlinestatic

This static method returns the directive describing the Light.

◆ drawOpenGL()

void PointLight::drawOpenGL ( int  index,
GLSLProgram glslProgram 
) const
virtual

This method calls the necessary OpenGL commands to render the light. The index argument specifices the index of the light that is to be drawn.

Implements Ray::Light.

◆ getAmbient()

Point3D PointLight::getAmbient ( Util::Ray3D  ray,
const class RayShapeIntersectionInfo iInfo,
const Material material 
) const
virtual

This method returns the ambient contribution of the light source to the specified hit location.

Implements Ray::Light.

◆ getDiffuse()

Point3D PointLight::getDiffuse ( Util::Ray3D  ray,
const class RayShapeIntersectionInfo iInfo,
const Material material 
) const
virtual

This method returns the diffuse contribution of the light source to the specified hit location.

Implements Ray::Light.

◆ getSpecular()

Point3D PointLight::getSpecular ( Util::Ray3D  ray,
const class RayShapeIntersectionInfo iInfo,
const Material material 
) const
virtual

This method returns the specular contribution of the light source to the specified hit location.

Implements Ray::Light.

◆ isInShadow()

bool PointLight::isInShadow ( const class RayShapeIntersectionInfo iInfo,
const class Shape shape,
unsigned int  tIdx 
) const
virtual

This method tests if the intersection point represented by iInfo is in shadow from the light source. The returned value is either 0 if the the intersection point is not in shadow or 1 if it is.

Implements Ray::Light.

◆ name()

std::string Ray::PointLight::name ( void  ) const
inlinevirtual

This method returns the name of the shape

Implements Ray::Light.

Reimplemented in Ray::SphereLight.

◆ transparency()

Point3D PointLight::transparency ( const class RayShapeIntersectionInfo iInfo,
const class Shape shape,
Util::Point3D  cLimit,
unsigned int  samples,
unsigned int  tIdx 
) const
virtual

This method tests if the intersection point represented by iInfo is in partial shadow from the light source. A ray is cast from the hit location to the light source, and the transparency values are accumulated. If the light source is an area light source, multiple rays area cast to (uniformly randomly chosen positions on the area light sources and the transparency is set to the average of the transparency values over the samples. If the transparency value falls below cLimit, the testing terminates.

Implements Ray::Light.

Reimplemented in Ray::SphereLight.

Member Data Documentation

◆ _constAtten

double Ray::PointLight::_constAtten
protected

The constant term of the attenuation equation

◆ _linearAtten

double Ray::PointLight::_linearAtten
protected

The linear term of the attenuation equation

◆ _location

Util::Point3D Ray::PointLight::_location
protected

The position of the spot-light

◆ _quadAtten

double Ray::PointLight::_quadAtten
protected

The quadratic term of the attenuation equation


The documentation for this class was generated from the following files: