public ShadingState getRadiance(float rx, float ry, float time, int i, int d, Ray r, IntersectionState istate, ShadingCache cache) { istate.time = time; scene.trace(r, istate); if (istate.hit()) { ShadingState state = ShadingState.createState(istate, rx, ry, time, r, i, d, this); state.getInstance().prepareShadingState(state); IShader shader = getShader(state); if (shader == null) { state.setResult(Color.BLACK); return(state); } if (cache != null) { Color c = cache.lookup(state, shader); if (c != null) { state.setResult(c); return(state); } } state.setResult(shader.GetRadiance(state)); if (cache != null) { cache.add(state, shader, state.getResult()); } checkNanInf(state.getResult()); return(state); } else { return(null); } }