pub struct InfiniteAreaLight {
    pub lmap: Arc<MipMap<Spectrum>>,
    pub world_center: RwLock<Point3f>,
    pub world_radius: RwLock<Float>,
    pub distribution: Arc<Distribution2D>,
    pub flags: u8,
    pub n_samples: i32,
    pub medium_interface: MediumInterface,
    pub light_to_world: Transform,
    pub world_to_light: Transform,
}

Fields

lmap: Arc<MipMap<Spectrum>>world_center: RwLock<Point3f>world_radius: RwLock<Float>distribution: Arc<Distribution2D>flags: u8n_samples: i32medium_interface: MediumInterfacelight_to_world: Transformworld_to_light: Transform

Implementations

Like directional lights, the total power from the infinite area light is related to the surface area of the scene. Like many other lights the power computed here is approximate.

Like DistanceLights, InfiniteAreaLights also need the scene bounds; here again, the preprocess() method finds the scene bounds after all of the scene geometry has been created.

Because infinte area lights need to be able to contribute radiance to rays that don’t hit any geometry in the scene, we’ll add a method to the base Light class that returns emitted radiance due to that light along a ray that escapes the scene bounds. It’s the responsibility of the integrators to call this method for these rays.

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