## Uses of Class
org.sunflow.core.ShadingState

Packages that use ShadingState
Package | Description
--- | ---
org.sunflow.core |
org.sunflow.core.gi |
org.sunflow.core.light |
org.sunflow.core.modifiers |
org.sunflow.core.photonmap |
org.sunflow.core.primitive |
org.sunflow.core.shader |

### Uses of ShadingState in org.sunflow.core

Methods in org.sunflow.core that return ShadingState
Modifier and Type | Method and Description
--- | ---
`ShadingState` | Scene.`getRadiance(IntersectionState istate, float rx, float ry, double lensU, double lensV, double time, int instance, int dim, ShadingCache cache)` Get the radiance seen through a particular pixel
`ShadingState` | ShadingState.`traceFinalGather(Ray r, int i)` Trace a final gather ray and return the intersection result as a new render state

Methods in org.sunflow.core with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`void` | ShadingCache.`add(ShadingState state, Shader shader, Color c)`
`Color` | GIEngine.`getGlobalRadiance(ShadingState state)` This is an optional method for engines that contain a secondary illumination engine which can return an approximation of the global radiance in the scene (like a photon map).
`Color` | GIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)` Return the incomming irradiance due to indirect diffuse illumination at the specified surface point.
`Color` | Shader.`getOpacity(ShadingState state)` Returns how much light is blocked by this shader.
`Color` | Shader.`getRadiance(ShadingState state)` Gets the radiance for a specified rendering state.
`void` | CausticPhotonMapInterface.`getSamples(ShadingState state)` Retrieve caustic photons at the specified shading location and add them as diffuse light samples.
`void` | LightSource.`getSamples(ShadingState state)` Samples the light source to compute direct illumination.
`Color` | ShadingCache.`lookup(ShadingState state, Shader shader)`
`void` | Modifier.`modify(ShadingState state)` Modify the shading state for the point to be shaded.
`void` | PrimitiveList.`prepareShadingState(ShadingState state)` Prepare the specified `ShadingState` by setting all of its internal parameters.
`void` | Instance.`prepareShadingState(ShadingState state)` Prepare the shading state for shader invocation.
`void` | Shader.`scatterPhoton(ShadingState state, Color power)` Scatter a photon with the specied power.
`void` | PhotonStore.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)` Store the specified photon.
`void` | LightSample.`traceShadow(ShadingState state)` Trace the shadow ray, attenuating the sample's color by the opacity of intersected objects.

### Uses of ShadingState in org.sunflow.core.gi

Methods in org.sunflow.core.gi with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`Color` | IrradianceCacheGIEngine.`getGlobalRadiance(ShadingState state)`
`Color` | PathTracingGIEngine.`getGlobalRadiance(ShadingState state)`
`Color` | FakeGIEngine.`getGlobalRadiance(ShadingState state)`
`Color` | InstantGI.`getGlobalRadiance(ShadingState state)`
`Color` | AmbientOcclusionGIEngine.`getGlobalRadiance(ShadingState state)`
`Color` | IrradianceCacheGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color` | PathTracingGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color` | FakeGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color` | InstantGI.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color` | AmbientOcclusionGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`

### Uses of ShadingState in org.sunflow.core.light

Methods in org.sunflow.core.light with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`Color` | ImageBasedLight.`getOpacity(ShadingState state)`
`Color` | TriangleMeshLight.`getOpacity(ShadingState state)`
`Color` | SphereLight.`getOpacity(ShadingState state)`
`Color` | SunSkyLight.`getOpacity(ShadingState state)`
`Color` | ImageBasedLight.`getRadiance(ShadingState state)`
`Color` | TriangleMeshLight.`getRadiance(ShadingState state)`
`Color` | SphereLight.`getRadiance(ShadingState state)`
`Color` | SunSkyLight.`getRadiance(ShadingState state)`
`void` | ImageBasedLight.`getSamples(ShadingState state)`
`void` | TriangleMeshLight.`getSamples(ShadingState state)`
`void` | DirectionalSpotlight.`getSamples(ShadingState state)`
`void` | SphereLight.`getSamples(ShadingState state)`
`void` | SunSkyLight.`getSamples(ShadingState state)`
`void` | PointLight.`getSamples(ShadingState state)`
`boolean` | SphereLight.`isVisible(ShadingState state)`
`void` | ImageBasedLight.`prepareShadingState(ShadingState state)`
`void` | SunSkyLight.`prepareShadingState(ShadingState state)`
`void` | ImageBasedLight.`scatterPhoton(ShadingState state, Color power)`
`void` | TriangleMeshLight.`scatterPhoton(ShadingState state, Color power)`
`void` | SphereLight.`scatterPhoton(ShadingState state, Color power)`
`void` | SunSkyLight.`scatterPhoton(ShadingState state, Color power)`

### Uses of ShadingState in org.sunflow.core.modifiers

Methods in org.sunflow.core.modifiers with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`void` | NormalMapModifier.`modify(ShadingState state)`
`void` | PerlinModifier.`modify(ShadingState state)`
`void` | BumpMappingModifier.`modify(ShadingState state)`

### Uses of ShadingState in org.sunflow.core.photonmap

Methods in org.sunflow.core.photonmap with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`void` | CausticPhotonMap.`getSamples(ShadingState state)`
`void` | GridPhotonMap.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)`
`void` | GlobalPhotonMap.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)`
`void` | CausticPhotonMap.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)`

### Uses of ShadingState in org.sunflow.core.primitive

Methods in org.sunflow.core.primitive with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`Color` | Hair.`getOpacity(ShadingState state)`
`Color` | CornellBox.`getOpacity(ShadingState state)`
`Color` | Hair.`getRadiance(ShadingState state)`
`Color` | CornellBox.`getRadiance(ShadingState state)`
`void` | CornellBox.`getSamples(ShadingState state)`
`void` | Torus.`prepareShadingState(ShadingState state)`
`void` | Background.`prepareShadingState(ShadingState state)`
`void` | Hair.`prepareShadingState(ShadingState state)`
`void` | Cylinder.`prepareShadingState(ShadingState state)`
`void` | SphereFlake.`prepareShadingState(ShadingState state)`
`void` | BanchoffSurface.`prepareShadingState(ShadingState state)`
`void` | TriangleMesh.`prepareShadingState(ShadingState state)`
`void` | JuliaFractal.`prepareShadingState(ShadingState state)`
`void` | ParticleSurface.`prepareShadingState(ShadingState state)`
`void` | CubeGrid.`prepareShadingState(ShadingState state)`
`void` | QuadMesh.`prepareShadingState(ShadingState state)`
`void` | Sphere.`prepareShadingState(ShadingState state)`
`void` | Plane.`prepareShadingState(ShadingState state)`
`void` | CornellBox.`prepareShadingState(ShadingState state)`
`void` | Box.`prepareShadingState(ShadingState state)`
`void` | Hair.`scatterPhoton(ShadingState state, Color power)`
`void` | CornellBox.`scatterPhoton(ShadingState state, Color power)`

### Uses of ShadingState in org.sunflow.core.shader

Methods in org.sunflow.core.shader with parameters of type ShadingState
Modifier and Type | Method and Description
--- | ---
`Color` | AmbientOcclusionShader.`getBrightColor(ShadingState state)`
`Color` | TexturedAmbientOcclusionShader.`getBrightColor(ShadingState state)`
`Color` | TexturedDiffuseShader.`getDiffuse(ShadingState state)`
`protected Color` | PhongShader.`getDiffuse(ShadingState state)`
`protected Color` | AnisotropicWardShader.`getDiffuse(ShadingState state)`
`Color` | TexturedShinyDiffuseShader.`getDiffuse(ShadingState state)`
`Color` | TexturedWardShader.`getDiffuse(ShadingState state)`
`Color` | ShinyDiffuseShader.`getDiffuse(ShadingState state)`
`Color` | DiffuseShader.`getDiffuse(ShadingState state)`
`Color` | TexturedPhongShader.`getDiffuse(ShadingState state)`
`Color` | UberShader.`getDiffuse(ShadingState state)`
`Color` | WireframeShader.`getFillColor(ShadingState state)`
`Color` | WireframeShader.`getLineColor(ShadingState state)`
`Color` | TexturedDiffuseShader.`getOpacity(ShadingState state)`
`Color` | ConstantShader.`getOpacity(ShadingState state)`
`Color` | AmbientOcclusionShader.`getOpacity(ShadingState state)`
`Color` | PhongShader.`getOpacity(ShadingState state)`
`Color` | UVShader.`getOpacity(ShadingState state)`
`Color` | AnisotropicWardShader.`getOpacity(ShadingState state)`
`Color` | TexturedShinyDiffuseShader.`getOpacity(ShadingState state)`
`Color` | ViewGlobalPhotonsShader.`getOpacity(ShadingState state)`
`Color` | IDShader.`getOpacity(ShadingState state)`
`Color` | PrimIDShader.`getOpacity(ShadingState state)`
`Color` | QuickGrayShader.`getOpacity(ShadingState state)`
`Color` | TexturedWardShader.`getOpacity(ShadingState state)`
`Color` | ViewCausticsShader.`getOpacity(ShadingState state)`
`Color` | ShinyDiffuseShader.`getOpacity(ShadingState state)`
`Color` | WireframeShader.`getOpacity(ShadingState state)`
`Color` | DiffuseShader.`getOpacity(ShadingState state)`
`Color` | NormalShader.`getOpacity(ShadingState state)`
`Color` | SimpleShader.`getOpacity(ShadingState state)`
`Color` | TexturedPhongShader.`getOpacity(ShadingState state)`
`Color` | ViewIrradianceShader.`getOpacity(ShadingState state)`
`Color` | MirrorShader.`getOpacity(ShadingState state)`
`Color` | UberShader.`getOpacity(ShadingState state)`
`Color` | GlassShader.`getOpacity(ShadingState state)`
`Color` | TexturedDiffuseShader.`getRadiance(ShadingState state)`
`Color` | ConstantShader.`getRadiance(ShadingState state)`
`Color` | AmbientOcclusionShader.`getRadiance(ShadingState state)`
`Color` | PhongShader.`getRadiance(ShadingState state)`
`Color` | UVShader.`getRadiance(ShadingState state)`
`Color` | AnisotropicWardShader.`getRadiance(ShadingState state)`
`Color` | TexturedShinyDiffuseShader.`getRadiance(ShadingState state)`
`Color` | ViewGlobalPhotonsShader.`getRadiance(ShadingState state)`
`Color` | IDShader.`getRadiance(ShadingState state)`
`Color` | PrimIDShader.`getRadiance(ShadingState state)`
`Color` | QuickGrayShader.`getRadiance(ShadingState state)`
`Color` | ViewCausticsShader.`getRadiance(ShadingState state)`
`Color` | ShinyDiffuseShader.`getRadiance(ShadingState state)`
`Color` | WireframeShader.`getRadiance(ShadingState state)`
`Color` | DiffuseShader.`getRadiance(ShadingState state)`
`Color` | NormalShader.`getRadiance(ShadingState state)`
`Color` | SimpleShader.`getRadiance(ShadingState state)`
`Color` | TexturedPhongShader.`getRadiance(ShadingState state)`
`Color` | ViewIrradianceShader.`getRadiance(ShadingState state)`
`Color` | MirrorShader.`getRadiance(ShadingState state)`
`Color` | UberShader.`getRadiance(ShadingState state)`
`Color` | GlassShader.`getRadiance(ShadingState state)`
`Color` | UberShader.`getSpecular(ShadingState state)`
`void` | ConstantShader.`scatterPhoton(ShadingState state, Color power)`
`void` | AmbientOcclusionShader.`scatterPhoton(ShadingState state, Color power)`
`void` | PhongShader.`scatterPhoton(ShadingState state, Color power)`
`void` | UVShader.`scatterPhoton(ShadingState state, Color power)`
`void` | AnisotropicWardShader.`scatterPhoton(ShadingState state, Color power)`
`void` | ViewGlobalPhotonsShader.`scatterPhoton(ShadingState state, Color power)`
`void` | IDShader.`scatterPhoton(ShadingState state, Color power)`
`void` | PrimIDShader.`scatterPhoton(ShadingState state, Color power)`
`void` | QuickGrayShader.`scatterPhoton(ShadingState state, Color power)`
`void` | ViewCausticsShader.`scatterPhoton(ShadingState state, Color power)`
`void` | ShinyDiffuseShader.`scatterPhoton(ShadingState state, Color power)`
`void` | WireframeShader.`scatterPhoton(ShadingState state, Color power)`
`void` | DiffuseShader.`scatterPhoton(ShadingState state, Color power)`
`void` | NormalShader.`scatterPhoton(ShadingState state, Color power)`
`void` | SimpleShader.`scatterPhoton(ShadingState state, Color power)`
`void` | ViewIrradianceShader.`scatterPhoton(ShadingState state, Color power)`
`void` | MirrorShader.`scatterPhoton(ShadingState state, Color power)`
`void` | UberShader.`scatterPhoton(ShadingState state, Color power)`
`void` | GlassShader.`scatterPhoton(ShadingState state, Color power)`