OpenVDB
3.2.0
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Simple diffuse Lambertian surface shader. More...
#include <RayTracer.h>
Inherits BaseShader.
Public Types | |
typedef math::Ray< Real > | RayT |
Public Member Functions | |
DiffuseShader (const GridT &grid) | |
virtual | ~DiffuseShader () |
virtual Film::RGBA | operator() (const Vec3R &xyz, const Vec3R &normal, const Vec3R &rayDir) const |
Defines the interface of the virtual function that returns a RGB color. More... | |
virtual BaseShader * | copy () const |
Simple diffuse Lambertian surface shader.
The diffuse color can either be constant (if GridT = Film::RGBA which is the default) or defined in a separate Vec3 color grid. Lambertian implies that the (radiant) intensity is directly proportional to the cosine of the angle between the surface normal and the direction of the light source. Use SamplerType to define the order of interpolation (default is zero order, i.e. closes-point).
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inline |
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inlinevirtual |
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inlinevirtual |
Implements BaseShader.
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inlinevirtual |
Defines the interface of the virtual function that returns a RGB color.
xyz | World position of the intersection point. |
nml | Normal in world space at the intersection point. |
dir | Direction of the ray in world space. |
Implements BaseShader.