private ShadingState(ShadingState previous, IntersectionState istate, Ray r, int i, int d) { this.r = r; this.istate = istate; this.i = i; this.d = d; this.instance = istate.instance; // local copy this.primitiveID = istate.id; this.hitU = istate.u; this.hitV = istate.v; if (previous == null) { diffuseDepth = 0; reflectionDepth = 0; refractionDepth = 0; } else { diffuseDepth = previous.diffuseDepth; reflectionDepth = previous.reflectionDepth; refractionDepth = previous.refractionDepth; this.server = previous.server; this.map = previous.map; this.rx = previous.rx; this.ry = previous.ry; this.i += previous.i; this.d += previous.d; } behind = false; cosND = float.NaN; includeLights = includeSpecular = true; qmcD0I = QMC.halton(this.d, this.i); qmcD1I = QMC.halton(this.d + 1, this.i); result = null; }
public CalculatePhotons(int start, int end, LightServer server, int seed, float[] histogram, float scale, PhotonStore map, object lockObj) { this.start = start; this.end = end; this.server = server; this.seed = seed; this.histogram = histogram; this.lockObj = lockObj; this.scale = scale; this.map = map; this.lockObj = lockObj; }
private ShadingState(ShadingState previous, IntersectionState istate, Ray r, int i, int d) { this.r = r; this.istate = istate; this.i = i; this.d = d; time = istate.time; instance = istate.instance; // local copy primitiveID = istate.id; hitU = istate.u; hitV = istate.v; hitW = istate.w; // get matrices for current time o2w = instance.getObjectToWorld(time); w2o = instance.getWorldToObject(time); if (previous == null) { diffuseDepth = 0; reflectionDepth = 0; refractionDepth = 0; } else { diffuseDepth = previous.diffuseDepth; reflectionDepth = previous.reflectionDepth; refractionDepth = previous.refractionDepth; server = previous.server; map = previous.map; rx = previous.rx; ry = previous.ry; this.i += previous.i; this.d += previous.d; } behind = false; cosND = float.NaN; includeLights = includeSpecular = true; qmcD0I = QMC.halton(this.d, this.i); qmcD1I = QMC.halton(this.d + 1, this.i); result = null; bias = 0.001f; }
/** * Creates an empty scene. */ public Scene() { lightServer = new LightServer(this); instanceList = new InstanceList(); infiniteInstanceList = new InstanceList(); acceltype = "auto"; bakingViewDependent = false; bakingInstance = null; bakingPrimitives = null; bakingAccel = null; camera = null; imageWidth = 640; imageHeight = 480; threads = 0; lowPriority = true; rebuildAccel = true; }
/** * Creates an empty scene. */ public Scene() { lightServer = new LightServer(this); instanceList = new InstanceList(); infiniteInstanceList = new InstanceList(); acceltype = "auto"; bakingViewDependent = false; bakingInstance = null; bakingPrimitives = null; bakingAccel = null; camera = null; imageWidth = 640; imageHeight = 480; threads = 0; lowPriority = true; rebuildAccel = true; }
public CalculatePhotons(int start, int end, LightServer server, int seed, float[] histogram, float scale, PhotonStore map, object lockObj) { this.start = start; this.end = end; this.server = server; this.seed = seed; this.histogram = histogram; this.lockObj = lockObj; this.scale = scale; this.map = map; this.lockObj = lockObj; }
public static ShadingState createState(IntersectionState istate, float rx, float ry, Ray r, int i, LightServer server) { ShadingState s = new ShadingState(null, istate, r, i, 4); s.server = server; s.rx = rx; s.ry = ry; return(s); }
public static ShadingState createPhotonState(Ray r, IntersectionState istate, int i, PhotonStore map, LightServer server) { ShadingState s = new ShadingState(null, istate, r, i, 4); s.server = server; s.map = map; return(s); }