#include <shader_lightlist.h>
Public Member Functions |
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LightIterator (miState *state, miTag *shader_light_list=0, int n_shader_lights=0, int version=mi_ray_interface_version) | |
the constructor for the LightIterator
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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 constructor for the LightIterator
with sampling cone. |
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LightIterator (const LightIterator &iter) | |
the copy constructor. |
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~LightIterator () | |
the destructor |
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miTag | operator* () const |
obtain the tag for the current light
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LightList * | operator-> () const |
access to light list from iterator |
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const LightIterator & | operator++ () |
pre-increment operator |
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LightIterator | operator++ (int) |
post-increment operator |
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bool | at_end () const |
check if iteration should continue. |
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const LightIterator & | operator= (const LightIterator &iter) |
assign LightIterator
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bool | operator== (const LightIterator &iter) const |
check if two LightIterators are equal
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bool | operator!= (const LightIterator &iter) const |
check if two LightIterators are unequal.
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mental ray 3.5 introduced the concept of instance light lists. These lists are not explicitly 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; } }
mi::shader_v3::LightIterator::LightIterator | ( | miState * | state, | |
miTag * | shader_light_list =
0 , |
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int | n_shader_lights =
0 , |
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int | version =
mi_ray_interface_version |
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) | [inline] |
the constructor 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 instantiate the iterator with an explicit light list provided by the shader.
state | provides the iterator with information about the rendering state, especially where to find the lights for the iteration. | |
shader_light_list | allows to provide a custom list of lights for the iteration. This optional list overrides the instance light lists used by default. | |
n_shader_lights | tells the iterator the number of custom lights passed in. | |
version | allows to specify a specific interface version. By default this is set to the current interface version. |
mi::shader_v3::LightIterator::LightIterator | ( | miState * | state, | |
const miVector & | axis, | |||
miScalar | spread_cos, | |||
miTag * | shader_light_list =
0 , |
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int | n_shader_lights =
0 , |
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int | version =
mi_ray_interface_version |
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) | [inline] |
the constructor for the LightIterator with sampling cone.
The cone for light samples is defined by axis and the cosine of the angle.
state | provides the iterator with information about the rendering state, especially where to find the lights for the iteration. | |
axis | specifies the axis for the light cone. The value should be normalized. | |
spread_cos | specifies the cosine of the angle to the light cone axis. The value 0 corresponds to a hemisphere, the value -1 to the complete sphere. | |
shader_light_list | allows to provide a custom list of lights for the iteration. This optional list overrides the instance light lists used by default. | |
n_shader_lights | tells the iterator the number of custom lights passed in. | |
version | allows to specify a specific interface version. By default this is set to the current interface version. |
mi::shader_v3::LightIterator::LightIterator | ( | const LightIterator & | iter | ) | [inline] |
the copy constructor.
creates a copy of a given LightIterator. This constructor is needed to return LightIterators from methods.
iter | the LightIterator to be copied. |
References mi::shader_v3::LightList::connect().
mi::shader_v3::LightIterator::~LightIterator | ( | ) | [inline] |
the destructor
The destructor for a LightIterator instance is called when it goes out of scope. It releases all resources associated with this instance.
References mi::shader_v3::LightList::release().
miTag mi::shader_v3::LightIterator::operator* | ( | ) | const [inline] |
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 '->'.
References mi::shader_v3::LightList::get_light_tag().
LightList * mi::shader_v3::LightIterator::operator-> | ( | ) | const [inline] |
access to light list from iterator
the postfix dereference operator allows to invoke public methods of the LightList class from the LightIterator.
LightIterator iter(state)->sample();
References mi::shader_v3::LightList::set_current().
const LightIterator & mi::shader_v3::LightIterator::operator++ | ( | ) | [inline] |
pre-increment operator
The operator advances the LightIterator to the next light in the light list. The pre-increment operator should be preferred over the post-increment operator, since it avoids the generation of a temporary LightIterator.
LightIterator mi::shader_v3::LightIterator::operator++ | ( | int | ) | [inline] |
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.
bool mi::shader_v3::LightIterator::at_end | ( | ) | const [inline] |
check if iteration should continue.
References mi::shader_v3::LightList::get_number_of_lights().
const LightIterator & mi::shader_v3::LightIterator::operator= | ( | const LightIterator & | iter | ) | [inline] |
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.
iter | gives the LightIterator to be assigned |
References mi::shader_v3::LightList::connect(), m_current, m_list, and mi::shader_v3::LightList::release().
bool mi::shader_v3::LightIterator::operator== | ( | const LightIterator & | iter | ) | const [inline] |
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.
References m_current, and m_list.
Referenced by operator!=().
bool mi::shader_v3::LightIterator::operator!= | ( | const LightIterator & | iter | ) | const [inline] |
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.
References operator==().
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mental images GmbH