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00024 #include "lux.h"
00025 #include "light.h"
00026 #include "texture.h"
00027 #include "shape.h"
00028 #include "scene.h"
00029 #include "mipmap.h"
00030
00031 namespace lux
00032 {
00033
00034
00035 class InfiniteAreaLight : public Light {
00036 public:
00037
00038 InfiniteAreaLight(const Transform &light2world, const Spectrum &l, int ns, const string &texmap,
00039 float gain, float gamma);
00040 ~InfiniteAreaLight();
00041 SWCSpectrum Power(const Scene *scene) const {
00042 Point worldCenter;
00043 float worldRadius;
00044 scene->WorldBound().BoundingSphere(&worldCenter,
00045 &worldRadius);
00046
00047 Spectrum L = Lbase;
00048 if (radianceMap != NULL)
00049 L *= radianceMap->Lookup(.5f, .5f, .5f);
00050
00051 return SWCSpectrum(SPDbase) * SWCSpectrum(L) * (M_PI * worldRadius * worldRadius);
00052 }
00053 bool IsDeltaLight() const { return false; }
00054 SWCSpectrum Le(const RayDifferential &r) const;
00055 SWCSpectrum Sample_L(const Point &p, const Normal &n,
00056 float u1, float u2, float u3, Vector *wi, float *pdf,
00057 VisibilityTester *visibility) const;
00058 SWCSpectrum Sample_L(const Point &p, float u1, float u2, float u3,
00059 Vector *wi, float *pdf, VisibilityTester *visibility) const;
00060 SWCSpectrum Sample_L(const Scene *scene, float u1, float u2,
00061 float u3, float u4, Ray *ray, float *pdf) const;
00062 float Pdf(const Point &, const Normal &, const Vector &) const;
00063 float Pdf(const Point &, const Vector &) const;
00064 SWCSpectrum Sample_L(const Point &P, Vector *w, VisibilityTester *visibility) const;
00065
00066 static Light *CreateLight(const Transform &light2world,
00067 const ParamSet ¶mSet);
00068 private:
00069
00070 SPD *SPDbase;
00071 Spectrum Lbase;
00072 MIPMap<Spectrum> *radianceMap;
00073 };
00074
00075 }
00076
00077