Documentation
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Index ¶
- type Disk
- func (d *Disk) Def() core.NodeDef
- func (d *Disk) DiffuseShadeMult() float32
- func (d *Disk) Geom() core.Geom
- func (d *Disk) Name() string
- func (d *Disk) NumSamples(sg *core.ShaderContext) int
- func (d *Disk) PostRender() error
- func (d *Disk) PotentialContrib(sg *core.ShaderContext) float32
- func (d *Disk) PreRender() error
- func (d *Disk) SampleArea(sg *core.ShaderContext, n int) error
- func (d *Disk) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
- type Quad
- func (d *Quad) Def() core.NodeDef
- func (d *Quad) DiffuseShadeMult() float32
- func (d *Quad) Geom() core.Geom
- func (d *Quad) Name() string
- func (d *Quad) NumSamples(sg *core.ShaderContext) int
- func (d *Quad) PostRender() error
- func (d *Quad) PotentialContrib(sg *core.ShaderContext) float32
- func (d *Quad) PreRender() error
- func (d *Quad) SampleArea(sg *core.ShaderContext, n int) error
- func (d *Quad) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
- type Sphere
- func (d *Sphere) Def() core.NodeDef
- func (d *Sphere) DiffuseShadeMult() float32
- func (d *Sphere) Geom() core.Geom
- func (d *Sphere) Name() string
- func (d *Sphere) NumSamples(sg *core.ShaderContext) int
- func (d *Sphere) PostRender() error
- func (d *Sphere) PotentialContrib(sg *core.ShaderContext) float32
- func (d *Sphere) PreRender() error
- func (d *Sphere) SampleArea(sg *core.ShaderContext, n int) error
- func (d *Sphere) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
- type Tri
- func (d *Tri) Def() core.NodeDef
- func (d *Tri) DiffuseShadeMult() float32
- func (d *Tri) Geom() core.Geom
- func (d *Tri) Name() string
- func (d *Tri) NumSamples(sg *core.ShaderContext) int
- func (d *Tri) PostRender() error
- func (d *Tri) PotentialContrib(sg *core.ShaderContext) float32
- func (d *Tri) PreRender() error
- func (d *Tri) SampleArea(sg *core.ShaderContext, n int) error
- func (d *Tri) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Disk ¶
type Disk struct { NodeDef core.NodeDef `node:"-"` NodeName string `node:"Name"` P, Up, LookAt m.Vec3 T, B, N m.Vec3 `node:"-"` Radius float32 Shader string Segments int `node:",opt"` Samples int `node:",opt"` // contains filtered or unexported fields }
Disk represents a circular disk light node.
func (*Disk) DiffuseShadeMult ¶
DiffuseShadeMult implements core.Light.
func (*Disk) NumSamples ¶
func (d *Disk) NumSamples(sg *core.ShaderContext) int
NumSamples implements core.Light
func (*Disk) PotentialContrib ¶
func (d *Disk) PotentialContrib(sg *core.ShaderContext) float32
PotentialContrib implements core.Light.
func (*Disk) SampleArea ¶
func (d *Disk) SampleArea(sg *core.ShaderContext, n int) error
SampleArea implements core.Light.
func (*Disk) ValidSample ¶
func (d *Disk) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
ValidSample implements core.Light.
type Quad ¶
type Quad struct { NodeDef core.NodeDef `node:"-"` NodeName string `node:"Name"` P m.Vec3 U, V m.Vec3 Shader string Samples int `node:",opt"` // contains filtered or unexported fields }
Quad represents a (planar) quadrilateral light node.
func (*Quad) DiffuseShadeMult ¶
DiffuseShadeMult implements core.Light.
func (*Quad) NumSamples ¶
func (d *Quad) NumSamples(sg *core.ShaderContext) int
NumSamples implements core.Light
func (*Quad) PotentialContrib ¶
func (d *Quad) PotentialContrib(sg *core.ShaderContext) float32
PotentialContrib implements core.Light.
func (*Quad) SampleArea ¶
func (d *Quad) SampleArea(sg *core.ShaderContext, n int) error
SampleArea implements core.Light.
func (*Quad) ValidSample ¶
func (d *Quad) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
ValidSample implements core.Light.
type Sphere ¶
type Sphere struct { NodeDef core.NodeDef `node:"-"` NodeName string `node:"Name"` P m.Vec3 Radius float32 Shader string Samples int `node:",opt"` // contains filtered or unexported fields }
Sphere represents a spherical light node.
func (*Sphere) DiffuseShadeMult ¶
DiffuseShadeMult implements core.Light.
func (*Sphere) NumSamples ¶
func (d *Sphere) NumSamples(sg *core.ShaderContext) int
NumSamples implements core.Light
func (*Sphere) PotentialContrib ¶
func (d *Sphere) PotentialContrib(sg *core.ShaderContext) float32
PotentialContrib implements core.Light.
func (*Sphere) SampleArea ¶
func (d *Sphere) SampleArea(sg *core.ShaderContext, n int) error
SampleArea implements core.Light.
func (*Sphere) ValidSample ¶
func (d *Sphere) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
ValidSample implements core.Light.
type Tri ¶
type Tri struct { NodeDef core.NodeDef `node:"-"` NodeName string `node:"Name"` P0, P1, P2 m.Vec3 Shader string Samples int // contains filtered or unexported fields }
Tri represents a triangular light node.
func (*Tri) DiffuseShadeMult ¶
DiffuseShadeMult implements core.Light.
func (*Tri) NumSamples ¶
func (d *Tri) NumSamples(sg *core.ShaderContext) int
NumSamples implements core.Light
func (*Tri) PotentialContrib ¶
func (d *Tri) PotentialContrib(sg *core.ShaderContext) float32
PotentialContrib imeplements core.Light
func (*Tri) SampleArea ¶
func (d *Tri) SampleArea(sg *core.ShaderContext, n int) error
SampleArea implements core.Light.
func (*Tri) ValidSample ¶
func (d *Tri) ValidSample(sg *core.ShaderContext, sample *core.BSDFSample) bool
ValidSample implements core.Light.