public ComposableWorldSampler(int minBounces, int maxBounces, INormalDistribution nd, IGeometricShadow gs, IFresnelFunction f, World world) { _world = world; _context = new ShadingContext(minBounces, maxBounces, nd, gs, f); }
public ShadingContext(int minDepth, int maxDepth, INormalDistribution ndf, IGeometricShadow gsf, in IFresnelFunction ff)
static Int64 MutateInteger(Random rd, INormalDistribution normalDistribution, Int64 literal) { return((Int64)Math.Round(literal * normalDistribution.Next(rd, 1.0, 0.25))); }
public ConstantsSet(ConstantsSet constantsSet) { _integers = new ConstantsTable <Int64>(constantsSet.Integers); _doubles = new ConstantsTable <decimal>(constantsSet.Doubles); _normalDistribution = (INormalDistribution)constantsSet.NormalDistribution.Clone(); }
public ConstantsSet(IConstantsTable <Int64> integers, IConstantsTable <decimal> doubles, INormalDistribution normalDistribution) { _integers = integers; _doubles = doubles; _normalDistribution = normalDistribution; }
static decimal MutateDouble(Random rd, INormalDistribution normalDistribution, decimal constant) { return(constant * (decimal)normalDistribution.Next(rd, 1.0, 0.25)); }
public ConstantsSet(INormalDistribution normalDistribution) { _integers = new ConstantsTable <Int64>(); _doubles = new ConstantsTable <decimal>(); _normalDistribution = normalDistribution; }