Logo Search packages:      
Sourcecode: yafaray version File versions  Download package

Public Types | Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | Friends

photonIntegrator_t Class Reference

Inheritance diagram for photonIntegrator_t:
Inheritance graph
[legend]
Collaboration diagram for photonIntegrator_t:
Collaboration graph
[legend]

List of all members.

Public Types

enum  TYPE { SURFACE, VOLUME }

Public Member Functions

virtual void cleanup ()
virtual std::string getName () const
virtual std::string getSettings () const
virtual std::string getShortName () const
virtual colorA_t integrate (renderState_t &state, diffRay_t &ray) const
TYPE integratorType ()
 photonIntegrator_t (unsigned int dPhotons, unsigned int cPhotons, bool transpShad=false, int shadowDepth=4, float dsRad=0.1f, float cRad=0.01f)
virtual void precalcDepths ()
virtual void prePass (int samples, int offset, bool adaptive)
 Called before the proper rendering of all the tiles starts.
virtual bool preprocess ()
virtual void preRender ()
 Called before the render starts and after the minDepth and maxDepth are calculated.
virtual void preTile (renderArea_t &a, int n_samples, int offset, bool adaptive, int threadID)
 Called brfore each tile is rendered.
virtual bool render (imageFilm_t *imageFilm)
virtual bool renderPass (int samples, int offset, bool adaptive)
virtual bool renderTile (renderArea_t &a, int n_samples, int offset, bool adaptive, int threadID)
virtual void setProgressBar (progressBar_t *pb)
void setScene (scene_t *s)
 this MUST be called before any other member function!

Static Public Member Functions

static integrator_tfactory (paraMap_t &params, renderEnvironment_t &render)

Protected Member Functions

virtual bool createCausticMap ()
virtual color_t doLightEstimation (renderState_t &state, light_t *light, const surfacePoint_t &sp, const vector3d_t &wo, const unsigned int &loffs) const
virtual color_t estimateAllDirectLight (renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo) const
virtual color_t estimateCausticPhotons (renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo) const
virtual color_t estimateOneDirectLight (renderState_t &state, const surfacePoint_t &sp, vector3d_t wo, int n) const
color_t finalGathering (renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo) const
virtual void recursiveRaytrace (renderState_t &state, diffRay_t &ray, BSDF_t bsdfs, surfacePoint_t &sp, vector3d_t &wo, color_t &col, float &alpha) const
virtual color_t sampleAmbientOcclusion (renderState_t &state, const surfacePoint_t &sp, const vector3d_t &wo) const

Protected Attributes

int AA_inc_samples
int AA_passes
int AA_samples
float AA_threshold
color_t aoCol
 Ambient occlusion distance.
float aoDist
 Ambient occlusion samples.
int aoSamples
 Use ambient occlusion.
background_tbackground
 Ambient occlusion color.
int causDepth
 Caustic search radius for estimation.
float causRadius
 Amount of caustic photons to be gathered in estimation.
photonMap_t causticMap
 Caustic photons max path depth.
photonMap_t diffuseMap
float dsRadius
 diffuse search radius
bool finalGather
int gatherBounces
float gatherDist
 minimum distance to terminate path tracing (unless gatherBounces is reached)
float iAA_passes
 Inverse of AA_passes used for depth map.
imageFilm_timageFilm
std::string integratorName
std::string integratorShortName
progressBar_tintpb
pdf1D_tlightPowerD
 Container for the caustic photon map.
std::vector< light_t * > lights
 Max. path depth for mc raytracing.
float lookupRad
 square radius to lookup radiance photons, as infinity is no such good idea ;)
int maxBounces
 Number of samples for mc raytracing.
float maxDepth
 Inverse of max depth from camera within the scene boundaries.
float minDepth
 Distance between camera and the closest object on the scene.
unsigned int nCausPhotons
 Use photon caustics.
int nCausSearch
 Number of caustic photons (to be shoot but it should be the target.
unsigned int nDiffusePhotons
int nDiffuseSearch
int nPaths
 Background shader.
bool prepass
photonMap_t radianceMap
 this map contains precomputed radiance "photons", not incoming photon marks
int rDepth
scene_tscene
int sDepth
 Use transparent shadows.
std::string settings
bool showMap
bool trShad
 Ray depth.
TYPE type
bool useAmbientOcclusion
bool usePhotonCaustics
 Shadow depth for transparent shadows.

Friends

class prepassWorker_t

Detailed Description

Definition at line 23 of file photonintegr.h.


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

Generated by  Doxygen 1.6.0   Back to index