This class represent a geometric object in its native object space.
Create a geometry from the specified primitive aggregate.
Create a geometry from the specified tesselatable object.
Defines a geometry with a given name.
Defines a geometry with a given name.
Get value of the filter at offset (x, y).
Get value of the filter at offset (x, y).
Get value of the filter at offset (x, y).
Get value of the filter at offset (x, y).
Read value from the array.
Read value from the array.
Gets the surface area of the box.
Gets the local orthonormal basis for the current hit point.
Get the specified boolean parameter from this list.
Gets a specific coordinate of the surface's bounding box.
Get the world space bounding box for this instance.
Get scene world space bounding box.
Retrieve the bounding box of the scene.
Computes the order in which each coordinate on the screen should be
visited.
Computes the order in which each coordinate on the screen should be
visited.
Computes the order in which each coordinate on the screen should be
visited.
Computes the order in which each coordinate on the screen should be
visited.
Computes the order in which each coordinate on the screen should be
visited.
Computes the order in which each coordinate on the screen should be
visited.
Get a transformation matrix that will transform camera space points into
world space.
Gets the center of the box, computed as (min + max) / 2.
Get the specified color parameter from this list.
Gets a corner of the bounding box.
Cosine between the shading normal and the ray.
Read the value of the current frame.
Get the current total tracing depth.
Get the current diffuse tracing depth.
Creates a vector to represent the direction of the ray.
Gets the extents vector for the box.
Get the specified float parameter from this list.
Get the specified float array parameter from this list.
Gets the geometric normal of the current hit point.
Returns the glboal diffuse radiance estimate given by the current
GIEngine
if present.
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
This is an optional method for engines that contain a secondary
illumination engine which can return an approximation of the global
radiance in the scene (like a photon map).
Get the instance which was intersected
Get the specified integer parameter from this list.
Get the specified integer array parameter from this list.
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
Return the incomming irradiance due to indirect diffuse illumination at
the specified surface point.
Gets the total irradiance reaching the current point from diffuse
surfaces.
Get the specified matrix parameter from this list.
Get the specified matrix array parameter from this list.
Gets the maximum distance along the ray.
Gets the maximum corner of the box.
Gets the minimum distance along the ray - usually 0.
Gets the minimum corner of the box.
Get a modifier for the instance's list.
Get shading normal at the hit point.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Returns the number of individual primtives in this aggregate object.
Get the maximum number of samples that can be taken from this light
source.
Get the maximum number of samples that can be taken from this light
source.
Get the maximum number of samples that can be taken from this light
source.
Get the maximum number of samples that can be taken from this light
source.
Gets a photon to emit from this light source by setting each of the
arguments.
Gets a photon to emit from this light source by setting each of the
arguments.
Gets a photon to emit from this light source by setting each of the
arguments.
Gets a photon to emit from this light source by setting each of the
arguments.
Gets the color at location (x,y) in the texture.
Gets the end point of the ray.
Get the specified point parameter from this list.
Get the specified point array parameter from this list.
Get the total power emitted by this light source.
Get the total power emitted by this light source.
Get the total power emitted by this light source.
Get the total power emitted by this light source.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Retrieve the bounding box component of a particular primitive in object
space.
Get the primitive ID which was intersected
Get the radiance seen through a particular pixel
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Gets the radiance for a specified rendering state.
Lookup the global diffuse radiance at the specified surface point.
Lookup the global diffuse radiance at the specified surface point.
Get a QMC sample from an infinite sequence.
Get a QMC sample from a finite sequence of n elements.
Get x coordinate of the pixel being shaded.
Get y coordinate of the pixel being shaded.
Gets the ray that is associated with this state.
Generate a ray passing though the specified point on the image plane.
Create a new
ray
to be cast through pixel (x,y) on the image
plane.
Create a new
ray
to be cast through pixel (x,y) on the image
plane.
Get the current reflection tracing depth.
Get the current refraction tracing depth.
Get the result of shading this point
Used for algorithms which do bounding box based ray intersection.
Retrieve caustic photons at the specified shading location and add them
as diffuse light samples.
Samples the light source to compute direct illumination.
Samples the light source to compute direct illumination.
Samples the light source to compute direct illumination.
Samples the light source to compute direct illumination.
Get the shader to be used to shade this surface.
Get a shader for the instance's list.
Get the sample's shadow ray.
Width in pixels of the filter extents.
Width in pixels of the filter extents.
Returns the number of elements added to the array.
Returns the number of elements added to the array.
Width in pixels of the filter extents.
Width in pixels of the filter extents.
Index to use as the top of the stack, this is needed because of the
two-level nature of ray-intersection (instances then primitive list).
Get the specified string parameter from this list.
Get the specified string array parameter from this list.
Get the specified texture coordinate parameter from this list.
Get the specified texture coordinate array parameter from this list.
Gets a reference to the texture specified by the given filename.
Get the priority level to assign to multi-threaded operations.
Get number of allowed threads for multi-threaded operations.
Get the three triangle corners in object space if the hit object is a
mesh, returns false otherwise.
Get u barycentric coordinate of the intersection point.
Returns a name currently not being used by any other object.
Get texture coordinates at the hit point.
Get v barycentric coordinate of the intersection point.
Get the specified vector parameter from this list.
Get the specified vector array parameter from this list.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
Get a transformation matrix that will transform world space points into
camera space.
This represents a global illumination algorithm.
Represents a global photon map.
GRAY - static field in class org.sunflow.image.
Color GREEN - static field in class org.sunflow.image.
Color Gumbo() - constructor for class org.sunflow.core.tesselatable.
Gumbo