00001 /* 00002 toxic - A Global Illumination Renderer 00003 Copyright (C) 2003-2004 Francois Beaune 00004 Contact: http://toxicengine.sourceforge.net/ 00005 00006 This file is part of toxic. 00007 00008 toxic is free software; you can redistribute it and/or modify 00009 it under the terms of the GNU General Public License as published by 00010 the Free Software Foundation; either version 2 of the License, or 00011 (at your option) any later version. 00012 00013 toxic is distributed in the hope that it will be useful, 00014 but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 GNU General Public License for more details. 00017 00018 You should have received a copy of the GNU General Public License 00019 along with toxic; if not, write to the Free Software 00020 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00021 */ 00022 00023 #ifndef TOXIC_RENDERER_ILIGHT_H 00024 #define TOXIC_RENDERER_ILIGHT_H 00025 00026 #include "common/math/bs.h" 00027 #include "common/math/point3.h" 00028 #include "common/math/vector3.h" 00029 #include "color3.h" 00030 #include "globals.h" 00031 #include "isurfacesampler.h" 00032 00033 namespace toxic { 00034 00035 class Context; 00036 class Ray; 00037 class Scene; 00038 00039 class ILight { 00040 public: 00041 //! m is the object space to world space transformation matrix. 00042 ILight(bool cast_shadows = true); 00043 00044 virtual ~ILight() {} 00045 00046 //! This method returns true if the light casts shadows, false otherwise. 00047 bool CastShadows() const; 00048 00049 //! Returns the emission power of this object, expressed in W. 00050 virtual const Color3 &GetPower() const = 0; 00051 00052 virtual Ray GeneratePhotonRay(const Context &context) const = 0; 00053 00054 struct IrradianceSample { 00055 Color3 m_irradiance; //!< Differential irradiance, expressed in W.m^-2. 00056 sheep::Vector3 m_direction; //!< Incoming direction, expressed in world space. 00057 00058 IrradianceSample(const Color3 &irradiance, const sheep::Vector3 &direction) : 00059 m_irradiance(irradiance), 00060 m_direction(direction) {} 00061 }; 00062 00063 typedef std::vector<IrradianceSample> IrradianceSampleVector; 00064 00065 //! Computes irradiance due to this light source. The point and the surface normal 00066 //! are both expressed in world space. 00067 virtual void ComputeIrradiance( 00068 const Context &context, 00069 const Scene *scene, 00070 const sheep::Point3 &point, 00071 const sheep::Vector3 &geometric_normal, 00072 const sheep::Vector3 &shading_normal, 00073 const ISurfaceSampler::SampleVector &input, 00074 IrradianceSampleVector *output 00075 ) const = 0; 00076 00077 protected: 00078 bool m_cast_shadows; //!< Does this light cast shadows? 00079 }; 00080 00081 #include "ilight.inl" 00082 00083 } 00084 00085 #endif // !TOXIC_RENDERER_ILIGHT_H
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