public sealed class SurfaceCacheRadianceWhat a ray that hits a cached surface sees — the answer § L4 exists to give.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Every tracer below this — the irradiance field's fillers, the screen probes' gather — has returned nothing from a hit since the day it was written, each one noting that a surface's own radiance is the surface cache and the surface cache is § L4. This is that seam filled: a hit inside a resident card answers with the card's outgoing radiance — direct light, emissive and every bounce the radiosity has folded in — and the probes above inherit multi-bounce light without changing a line.
The fallback answers what the cache cannot. An uncached hit gives whatever the wrapped source gave — black, for every fixture that predates the cache — so composing this over an existing scene changes exactly the hits the cache covers and nothing else. The sky passes straight through, because the cache is a statement about surfaces.
Methods (3)
public SurfaceCacheRadiance(SurfaceCacheStore cache, IRadianceSource fallback)What a ray that hits a cached surface sees — the answer § L4 exists to give.
public Vector3 Sky(Vector3 direction)What a ray that hit nothing sees.
public Vector3 Surface(Vector3 position, Vector3 normal, Vector3 direction)What a ray that hit something sees.
Used by (4)
- ArenaIlluminationThirdPersonShooter
- CornellBoxTestsVixen.Rendering.SurfaceCache.Tests
- ReflectionTraceDeviceTestsVixen.Graphics.Golden.Tests
- TracedReflectionTestsVixen.Rendering.Reflections.Tests