# 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
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
`final 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
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`
Instance.`prepareShadingState(ShadingState state)`
Prepare the shading state for shader invocation.
`void`
PrimitiveList.`prepareShadingState(ShadingState state)`
Prepare the specified `ShadingState` by setting all of its internal parameters.
`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.
`final 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
Description
`Color`
AmbientOcclusionGIEngine.`getGlobalRadiance(ShadingState state)`
`Color`
FakeGIEngine.`getGlobalRadiance(ShadingState state)`
`Color`
InstantGI.`getGlobalRadiance(ShadingState state)`
`Color`
IrradianceCacheGIEngine.`getGlobalRadiance(ShadingState state)`
`Color`
PathTracingGIEngine.`getGlobalRadiance(ShadingState state)`
`Color`
AmbientOcclusionGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color`
FakeGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color`
InstantGI.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color`
IrradianceCacheGIEngine.`getIrradiance(ShadingState state, Color diffuseReflectance)`
`Color`
PathTracingGIEngine.`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
Description
`Color`
ImageBasedLight.`getOpacity(ShadingState state)`
`Color`
SphereLight.`getOpacity(ShadingState state)`
`Color`
SunSkyLight.`getOpacity(ShadingState state)`
`Color`
TriangleMeshLight.`getOpacity(ShadingState state)`
`Color`
ImageBasedLight.`getRadiance(ShadingState state)`
`Color`
SphereLight.`getRadiance(ShadingState state)`
`Color`
SunSkyLight.`getRadiance(ShadingState state)`
`Color`
TriangleMeshLight.`getRadiance(ShadingState state)`
`void`
DirectionalSpotlight.`getSamples(ShadingState state)`
`void`
ImageBasedLight.`getSamples(ShadingState state)`
`void`
PointLight.`getSamples(ShadingState state)`
`void`
SphereLight.`getSamples(ShadingState state)`
`void`
SunSkyLight.`getSamples(ShadingState state)`
`void`
TriangleMeshLight.`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`
SphereLight.`scatterPhoton(ShadingState state, Color power)`
`void`
SunSkyLight.`scatterPhoton(ShadingState state, Color power)`
`void`
TriangleMeshLight.`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
Description
`void`
BumpMappingModifier.`modify(ShadingState state)`
`void`
NormalMapModifier.`modify(ShadingState state)`
`void`
PerlinModifier.`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
Description
`void`
CausticPhotonMap.`getSamples(ShadingState state)`
`void`
CausticPhotonMap.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)`
`void`
GlobalPhotonMap.`store(ShadingState state, Vector3 dir, Color power, Color diffuse)`
`void`
GridPhotonMap.`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
Description
`Color`
CornellBox.`getOpacity(ShadingState state)`
`Color`
Hair.`getOpacity(ShadingState state)`
`Color`
CornellBox.`getRadiance(ShadingState state)`
`Color`
Hair.`getRadiance(ShadingState state)`
`void`
CornellBox.`getSamples(ShadingState state)`
`void`
Background.`prepareShadingState(ShadingState state)`
`void`
BanchoffSurface.`prepareShadingState(ShadingState state)`
`void`
Box.`prepareShadingState(ShadingState state)`
`void`
CornellBox.`prepareShadingState(ShadingState state)`
`void`
CubeGrid.`prepareShadingState(ShadingState state)`
`void`
Cylinder.`prepareShadingState(ShadingState state)`
`void`
Hair.`prepareShadingState(ShadingState state)`
`void`
JuliaFractal.`prepareShadingState(ShadingState state)`
`void`
ParticleSurface.`prepareShadingState(ShadingState state)`
`void`
Plane.`prepareShadingState(ShadingState state)`
`void`
QuadMesh.`prepareShadingState(ShadingState state)`
`void`
Sphere.`prepareShadingState(ShadingState state)`
`void`
SphereFlake.`prepareShadingState(ShadingState state)`
`void`
Torus.`prepareShadingState(ShadingState state)`
`void`
TriangleMesh.`prepareShadingState(ShadingState state)`
`void`
CornellBox.`scatterPhoton(ShadingState state, Color power)`
`void`
Hair.`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
Description
`Color`
AmbientOcclusionShader.`getBrightColor(ShadingState state)`
`Color`
TexturedAmbientOcclusionShader.`getBrightColor(ShadingState state)`
`protected Color`
AnisotropicWardShader.`getDiffuse(ShadingState state)`
`Color`
DiffuseShader.`getDiffuse(ShadingState state)`
`protected Color`
PhongShader.`getDiffuse(ShadingState state)`
`Color`
ShinyDiffuseShader.`getDiffuse(ShadingState state)`
`Color`
TexturedDiffuseShader.`getDiffuse(ShadingState state)`
`Color`
TexturedPhongShader.`getDiffuse(ShadingState state)`
`Color`
TexturedShinyDiffuseShader.`getDiffuse(ShadingState state)`
`Color`
TexturedWardShader.`getDiffuse(ShadingState state)`
`Color`
UberShader.`getDiffuse(ShadingState state)`
`Color`
WireframeShader.`getFillColor(ShadingState state)`
`Color`
WireframeShader.`getLineColor(ShadingState state)`
`Color`
AmbientOcclusionShader.`getOpacity(ShadingState state)`
`Color`
AnisotropicWardShader.`getOpacity(ShadingState state)`
`Color`
ConstantShader.`getOpacity(ShadingState state)`
`Color`
DiffuseShader.`getOpacity(ShadingState state)`
`Color`
GlassShader.`getOpacity(ShadingState state)`
`Color`
IDShader.`getOpacity(ShadingState state)`
`Color`
MirrorShader.`getOpacity(ShadingState state)`
`Color`
NormalShader.`getOpacity(ShadingState state)`
`Color`
PhongShader.`getOpacity(ShadingState state)`
`Color`
PrimIDShader.`getOpacity(ShadingState state)`
`Color`
QuickGrayShader.`getOpacity(ShadingState state)`
`Color`
ShinyDiffuseShader.`getOpacity(ShadingState state)`
`Color`
SimpleShader.`getOpacity(ShadingState state)`
`Color`
TexturedDiffuseShader.`getOpacity(ShadingState state)`
`Color`
TexturedPhongShader.`getOpacity(ShadingState state)`
`Color`
TexturedShinyDiffuseShader.`getOpacity(ShadingState state)`
`Color`
TexturedWardShader.`getOpacity(ShadingState state)`
`Color`
UberShader.`getOpacity(ShadingState state)`
`Color`
UVShader.`getOpacity(ShadingState state)`
`Color`
ViewCausticsShader.`getOpacity(ShadingState state)`
`Color`
ViewGlobalPhotonsShader.`getOpacity(ShadingState state)`
`Color`
ViewIrradianceShader.`getOpacity(ShadingState state)`
`Color`
WireframeShader.`getOpacity(ShadingState state)`
`Color`
AmbientOcclusionShader.`getRadiance(ShadingState state)`
`Color`
AnisotropicWardShader.`getRadiance(ShadingState state)`
`Color`
ConstantShader.`getRadiance(ShadingState state)`
`Color`
DiffuseShader.`getRadiance(ShadingState state)`
`Color`
GlassShader.`getRadiance(ShadingState state)`
`Color`
IDShader.`getRadiance(ShadingState state)`
`Color`
MirrorShader.`getRadiance(ShadingState state)`
`Color`
NormalShader.`getRadiance(ShadingState state)`
`Color`
PhongShader.`getRadiance(ShadingState state)`
`Color`
PrimIDShader.`getRadiance(ShadingState state)`
`Color`
QuickGrayShader.`getRadiance(ShadingState state)`
`Color`
ShinyDiffuseShader.`getRadiance(ShadingState state)`
`Color`
SimpleShader.`getRadiance(ShadingState state)`
`Color`
TexturedDiffuseShader.`getRadiance(ShadingState state)`
`Color`
TexturedPhongShader.`getRadiance(ShadingState state)`
`Color`
TexturedShinyDiffuseShader.`getRadiance(ShadingState state)`
`Color`
UberShader.`getRadiance(ShadingState state)`
`Color`
UVShader.`getRadiance(ShadingState state)`
`Color`
ViewCausticsShader.`getRadiance(ShadingState state)`
`Color`
ViewGlobalPhotonsShader.`getRadiance(ShadingState state)`
`Color`
ViewIrradianceShader.`getRadiance(ShadingState state)`
`Color`
WireframeShader.`getRadiance(ShadingState state)`
`Color`
UberShader.`getSpecular(ShadingState state)`
`void`
AmbientOcclusionShader.`scatterPhoton(ShadingState state, Color power)`
`void`
AnisotropicWardShader.`scatterPhoton(ShadingState state, Color power)`
`void`
ConstantShader.`scatterPhoton(ShadingState state, Color power)`
`void`
DiffuseShader.`scatterPhoton(ShadingState state, Color power)`
`void`
GlassShader.`scatterPhoton(ShadingState state, Color power)`
`void`
IDShader.`scatterPhoton(ShadingState state, Color power)`
`void`
MirrorShader.`scatterPhoton(ShadingState state, Color power)`
`void`
NormalShader.`scatterPhoton(ShadingState state, Color power)`
`void`
PhongShader.`scatterPhoton(ShadingState state, Color power)`
`void`
PrimIDShader.`scatterPhoton(ShadingState state, Color power)`
`void`
QuickGrayShader.`scatterPhoton(ShadingState state, Color power)`
`void`
ShinyDiffuseShader.`scatterPhoton(ShadingState state, Color power)`
`void`
SimpleShader.`scatterPhoton(ShadingState state, Color power)`
`void`
UberShader.`scatterPhoton(ShadingState state, Color power)`
`void`
UVShader.`scatterPhoton(ShadingState state, Color power)`
`void`
ViewCausticsShader.`scatterPhoton(ShadingState state, Color power)`
`void`
ViewGlobalPhotonsShader.`scatterPhoton(ShadingState state, Color power)`
`void`
ViewIrradianceShader.`scatterPhoton(ShadingState state, Color power)`
`void`
WireframeShader.`scatterPhoton(ShadingState state, Color power)`