#include <shader_lightlist.h>
Public Member Functions | |
LightIterator (miState *state, miTag *shader_light_list=0, int n_shader_lights=0, int version=mi_ray_interface_version) | |
the contructor for the LightIterator | |
LightIterator (miState *state, const miVector &axis, miScalar spread_cos, miTag *shader_light_list=0, int n_shader_lights=0, int version=mi_ray_interface_version) | |
the contructor for the LightIterator with sampling cone. | |
LightIterator (const LightIterator &iter) | |
the copy constructor. | |
~LightIterator () | |
the destructor | |
miTag | operator * () const |
obtain the tag for the current light | |
LightList * | operator-> () const |
access to light list from iterator | |
const LightIterator & | operator++ () |
pre-increment operator | |
LightIterator | operator++ (int) |
post-increment operator | |
bool | at_end () const |
check if iteration should continue. | |
const LightIterator & | operator= (const LightIterator &iter) |
assign LightIterator | |
bool | operator== (const LightIterator &iter) const |
check if two LightIterators are equal | |
bool | operator!= (const LightIterator &iter) const |
check if two LightIterators are unequal. |
mental ray 3.5 introduced the concept of instance light lists. These lists are not explicitely passed to the shader as a parameter. Instead mental ray makes them available through LightIterators. The LightIterator class allows shaders to iterate over lights for the purpose of sampling. A typical use would look like
for (mi::shader::LightIterator iter(state); !iter.at_end(); ++iter) { miColor col = {0,0,0,1}; while (iter->sample()) { miColor light_color; iter->get_contribution(&light_color); col.r += light_color.r; col.g += light_color.g; col.b += light_color.b; } const int n_samples = iter->get_number_of_samples(); if (n_samples > 1) { col.r /= n_samples; col.g /= n_samples; col.b /= n_samples; } }
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the contructor for the LightIterator Construct a LightIterator from state and an optional shader light list. Note that two different light lists may be assigned to instances: a light list and a shadow light list. During regular rendering the iterator uses the light list, but when either rendering shadow maps or tracing shadow rays, then the iterator prefers the shadow light list over the light list, that is, in these cases the light list will only be used if no shadow light list is present. It is also possible to instanciate the iterator with an explicit light list provided by the shader.
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the contructor for the LightIterator with sampling cone. The cone for light samples is defined by axis and the cosine of the angle.
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the copy constructor. creates a copy of a given LightIterator. This constructor is needed to return LightIterators from methods.
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the destructor The destructor for a LightIterator instance is called when it goes out of scope. It releases all resources associated with this instance. |
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check if iteration should continue.
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obtain the tag for the current light dereferencing a LightIterator with the unary prefix operator '*' yields the tag of the current light. Note that this operation is distinctly different from dereferencing a LightIterator with the postfix operator '->'.
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check if two LightIterators are unequal. Two LightIterators are unequal if they do not refer to the same LightList or have two different current lights within the list.
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post-increment operator The increment operator advances the LightIterator to the next light in the light list. The post-increment operator is more expensive than the pre-increment operator, since it need to construct an extra copy of the iterator.
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pre-increment operator The operator advances the LightIterator to the next light in the light list. The pre-increment operator should be prefered over the post-increment operator, since it avoids the generation of a temporary LightIterator.
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access to light list from iterator the postfix dereference operator allows to invoke public methods of the LightList class from the LightIterator.
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assign LightIterator Assign a LightIterator to this LightIterator. If the two iterators refer to different light lists, make sure that proper reference counting is performed on the two lists.
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check if two LightIterators are equal Two LightIterators are considered equal if they refer to the same light list and have the same current light within the list.
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