public Camera Camera(IAccelerator acc, Light[] lights, EnvironmentSettings es) { Camera cam = new Camera((int)this.Width, (int)this.Height, this.ScreenDistance, this.FoVH, acc, lights, es); cam.Position = this.Position; cam.LookAt = this.Lookat; cam.Roll = Roll; cam.MakeDirty(); return cam; }
public RayTracer(IAccelerator acc, Light[] lights, EnvironmentSettings settings) { this.acc = acc; this.maxDepth = settings.RecursionDepth; this.rayCache = new Ray[maxDepth+0x01]; for(int i = 0x00; i < this.maxDepth+0x01; i++) { this.rayCache[i] = new Ray(0.0d, 0.0d, 0.0d, 0.0d, 0.0d, 0.0d); } this.lights = lights; this.ambientColor = settings.AmbientColor.Color; this.EnvironmentMap = EnvironmentMaps.GetOrBlack(settings.EnvironmentMap); this.lightTest = settings.LightTest; this.sr = new Ray(new Point3(0.0d, 0.0d, 0.0d), dis); this.distanceUnit = settings.DistanceUnit; }
public Camera (int w, int h, double screenDistance, double foVH, IAccelerator acc, Light[] lights, EnvironmentSettings settings, List<CameraPostProcessor> postprocessors = null) { this.raster = new Texture(w, h); this.foVH = foVH; this.acc = acc; this.Lights = lights; this.antialiasSqrt = settings.AntiAliasingSqrt; this.dispersion = settings.Dispersion; this.dispersionAntialiasSqrt = settings.DispersingAntiAliasingSqrt; this.settings = settings; if(postprocessors != null) { this.postProcessors = postprocessors; } else { this.postProcessors = new List<CameraPostProcessor>(); } }