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#include "Hider.h"
#include "RenderBucket.h"
#include "ri.h"
#include "Camera.h"

#include "QDRender.h"

class MicroPolygon;
class Attributes;
class Options;
class FrameBuffer;

class RayTraceHider : public Hider
      RayTraceHider(const Attributes& attr, const Options& opt);
      virtual ~RayTraceHider();
      virtual void worldBegin();
      virtual void worldEnd();
      virtual void insert(Primitive*);
      virtual void remove(const Primitive*);
      virtual bool bucketBegin();
      virtual Primitive *firstPrim();
      virtual void hide(MicroPolygonGrid &g);
      virtual Color trace(const Point3 &p, const Vector &r);
      virtual void bucketEnd();

      //virtual int inFrustum(Primitive* p);

      virtual unsigned int gridSize();
      virtual float rasterEstimate(const Bound &b);
      virtual float rasterEstimate(const Point3 &p0, const Point3 &p1);

      // for Z files, no shading needed, only need to know depth data
      virtual bool noShading() const { return no_shading; }

      // local camera because of sampling at higher resolution
      Camera lcam;

      RtFilterFunc pixelfilter;
      float xwidth, ywidth;
      int X_ftmax, X_xt_smp, Y_ftmax, Y_xt_smp;

      float *pixbuf;
      int xsize, ysize, xsamples, ysamples;
      int bucketsize;
      float jitter, shmin, shmax;
      bool empty_pixbuf, no_shading, has_z, only_z;

      // buckets
      typedef std::vector<Bucket>::iterator BucketIterator;
      BucketIterator cur_bucket;
      unsigned int bucket_sizeX, bucket_sizeY;
      std::vector<Bucket> buckets;

      float dof_sp;
      bool sample_dof, sample_motion;



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