package org.sunflow.core; import org.sunflow.image.Color; /** * This represents a global illumination algorithm. It provides an interface to * compute indirect diffuse bounces of light and make those results available to * shaders. */ public interface GIEngine { /** * 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). Engines can safely return * <code>Color.BLACK</code> if they can't or don't wish to support this. * * @param state shading state * @return color approximating global radiance */ public Color getGlobalRadiance(ShadingState state); /** * Initialize the engine. This is called before rendering begins. * * @return <code>true</code> if the init phase succeeded, * <code>false</code> otherwise */ public boolean init(Scene scene); /** * Return the incomming irradiance due to indirect diffuse illumination at * the specified surface point. * * @param state current render state describing the point to be computed * @param diffuseReflectance diffuse albedo of the point being shaded, this * can be used for importance tracking * @return irradiance from indirect diffuse illumination at the specified * point */ public Color getIrradiance(ShadingState state, Color diffuseReflectance); }