, including all inherited members.
| AddPortalShape(boost::shared_ptr< Shape > shape) | lux::Light | |
| ChromaticityToSpectrum(const float x, const float y, SWCSpectrum *const dst_spect) const | lux::SkyLight | |
| CreateLight(const Transform &light2world, const ParamSet ¶mSet) | lux::SkyLight | [static] |
| Eval(const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
| EvalDirectionPdf(const Point p, const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
| EvalPositionPdf(const Point p, const Normal &n, const Vector &w) const | lux::Light | [inline, virtual] |
| GetAtmosphericEffects(const Vector &viewer, const Vector &source, Spectrum &atmAttenuation, Spectrum &atmInscatter) const | lux::SkyLight | |
| GetSkySpectralRadiance(const float theta, const float phi, SWCSpectrum *const dst_spect) const | lux::SkyLight | |
| GetSunPosition() const | lux::SkyLight | |
| GetSunSolidAngle() const | lux::SkyLight | |
| GetSunSpectralRadiance() const | lux::SkyLight | |
| havePortalShape | lux::Light | |
| InitSunThetaPhi() | lux::SkyLight | |
| IsDeltaLight() const | lux::SkyLight | [inline, virtual] |
| Le(const RayDifferential &r) const | lux::SkyLight | [virtual] |
| Le(const Scene *scene, const Ray &r, const Normal &n, BSDF **bsdf, float *pdf, float *pdfDirect) const | lux::SkyLight | [virtual] |
| Light(const Transform &l2w, int ns=1) | lux::Light | [inline] |
| LightToWorld | lux::Light | [protected] |
| nrPortalShapes | lux::Light | |
| nSamples | lux::Light | |
| Pdf(const Point &, const Normal &, const Vector &) const | lux::SkyLight | [virtual] |
| Pdf(const Point &, const Vector &) const | lux::SkyLight | [virtual] |
| lux::Light::Pdf(const Scene *scene, const Point &p) const | lux::Light | [inline, virtual] |
| perez_x | lux::SkyLight | [private] |
| perez_Y | lux::SkyLight | [private] |
| perez_y | lux::SkyLight | [private] |
| PerezFunction(const float *lam, float theta, float phi, float lvz) const | lux::SkyLight | [inline] |
| phiS | lux::SkyLight | [private] |
| PortalArea | lux::Light | |
| PortalShapes | lux::Light | |
| Power(const Scene *scene) const | lux::SkyLight | [inline, virtual] |
| Sample_L(const Point &p, const Normal &n, float u1, float u2, float u3, Vector *wi, float *pdf, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
| Sample_L(const Point &p, float u1, float u2, float u3, Vector *wi, float *pdf, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
| Sample_L(const Scene *scene, float u1, float u2, float u3, float u4, Ray *ray, float *pdf) const | lux::SkyLight | [virtual] |
| Sample_L(const Point &P, Vector *w, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
| Sample_L(const Scene *scene, float u1, float u2, BSDF **bsdf, float *pdf) const | lux::SkyLight | [virtual] |
| Sample_L(const Scene *scene, const Point &p, const Normal &n, float u1, float u2, float u3, BSDF **bsdf, float *pdf, float *pdfDirect, VisibilityTester *visibility) const | lux::SkyLight | [virtual] |
| SampleDirection(float u1, float u2, const Normal &nn, Vector *wo, float *pdf) const | lux::Light | [inline, virtual] |
| SamplePosition(float u1, float u2, Point *p, Normal *n, float *pdf) const | lux::Light | [inline, virtual] |
| SkyLight(const Transform &light2world, const float skyscale, int ns, Vector sd, float turb, float aconst, float bconst, float cconst, float dconst, float econst) | lux::SkyLight | |
| skyScale | lux::SkyLight | [private] |
| sundir | lux::SkyLight | [private] |
| SunThetaPhi(float &theta, float &phi) const | lux::SkyLight | |
| thetaS | lux::SkyLight | [private] |
| turbidity | lux::SkyLight | [private] |
| WorldToLight | lux::Light | [protected] |
| zenith_x | lux::SkyLight | [private] |
| zenith_y | lux::SkyLight | [private] |
| zenith_Y | lux::SkyLight | [private] |
| ~Light() | lux::Light | [virtual] |
| ~SkyLight() | lux::SkyLight | |