pub struct DistantLight {
    pub l: Spectrum,
    pub w_light: Vector3f,
    pub world_center: RwLock<Point3f>,
    pub world_radius: RwLock<Float>,
    pub flags: u8,
    pub n_samples: i32,
    pub medium_interface: MediumInterface,
    pub light_to_world: Transform,
    pub world_to_light: Transform,
}

Fields

l: Spectrumw_light: Vector3fworld_center: RwLock<Point3f>world_radius: RwLock<Float>flags: u8n_samples: i32medium_interface: MediumInterfacelight_to_world: Transformworld_to_light: Transform

Implementations

Some of the DistanceLight methods need to know the bounds of the scene. Because lights are created before the scene geometry, these bounds aren’t available when the DistanceLight constructor runs. Therefore, DistanceLight implements the optional preprocess() method to get the bound. This method is called at the end of the Scene constructor.

Default implementation returns no emitted radiance for a ray that escapes the scene bounds.

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