RenderObject
AmbientOcclusionShader
, AnisotropicWardShader
, ConstantShader
, CornellBox
, DiffuseShader
, GlassShader
, Hair
, IDShader
, ImageBasedLight
, MirrorShader
, NormalShader
, PhongShader
, PrimIDShader
, QuickGrayShader
, ShinyDiffuseShader
, SimpleShader
, SphereLight
, SunSkyLight
, TexturedAmbientOcclusionShader
, TexturedDiffuseShader
, TexturedPhongShader
, TexturedShinyDiffuseShader
, TexturedWardShader
, TriangleMeshLight
, UberShader
, UVShader
, ViewCausticsShader
, ViewGlobalPhotonsShader
, ViewIrradianceShader
, WireframeShader
public interface Shader extends RenderObject
Modifier and Type | Method | Description |
---|---|---|
Color |
getOpacity(ShadingState state) |
Returns how much light is blocked by this shader.
|
Color |
getRadiance(ShadingState state) |
Gets the radiance for a specified rendering state.
|
boolean |
isOpaque() |
Returns
true if this shader is fully opaque. |
void |
scatterPhoton(ShadingState state,
Color power) |
Scatter a photon with the specied power.
|
update
Color getRadiance(ShadingState state)
state
- current render statevoid scatterPhoton(ShadingState state, Color power)
state
- current statepower
- power of the incoming photon.boolean isOpaque()
true
if this shader is fully opaque.
This gives a quick way to find out if a shader needs further processing
when hit by a shadow ray.Color getOpacity(ShadingState state)