public void startRendering(Scene scene, Display display) { scene.prepareForRender(); m_imageSampler.setScene(scene); m_imageSampler.startTracing(display); }
public BucketWorker(Rectangle imgPlaneRect, Rectangle bucketRect, Display display, IPixelSampler pixelSampler, Scene scene, ManualResetEvent doneEvent) { _doneEvent = doneEvent; m_pixelSampler = pixelSampler; m_scene = scene; m_imgPlaneRect = imgPlaneRect; m_bucketRect = bucketRect; m_bucketRect.Intersect(imgPlaneRect); m_display = display; }
public static RayContext startFromPixel(Ray startRay, int pixX, int pixY, Scene _scene, IIntegrator integrator) { RayContext newContext = new RayContext(startRay); newContext.scene = _scene; newContext.m_renderer = integrator; newContext.m_rndContext = new RandomContext(2, 17 * pixX + 73 * pixY); return newContext; }
public void compileMeshToScene(Scene scene, Shader shader) { int faceID = 0; for (int i = 0; i < numFaces * m_vertsPerFace; i += m_vertsPerFace) { Triangle tri = new Triangle(); tri.v[0].set(v[ f[i+0] ]); tri.v[1].set(v[ f[i+1] ]); tri.v[2].set(v[ f[i+2] ]); tri.tc[0].set(tc[i + 0]); tri.tc[1].set(tc[i + 1]); tri.tc[2].set(tc[i + 2]); tri.vn[0].set(vn[i + 0]); tri.vn[1].set(vn[i + 1]); tri.vn[2].set(vn[i + 2]); tri.shaderID = faceShaderIDs[faceID]; tri.setShader(shader); scene.addPrimitive(tri); faceID++; } }
public void setScene(Scene scene) { m_scene = scene; }
public void setParams( Rectangle imageRect, Scene scene) { m_imageRect = imageRect; m_scene = scene; }