MobileRT
1.0
A multi platform C++ CPU progressive Ray Tracer.
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#include <NoShadows.hpp>
Public Member Functions | |
NoShadows ()=delete | |
NoShadows (::MobileRT::Scene scene, ::std::int32_t samplesLight, ::MobileRT::Shader::Accelerator accelerator) | |
NoShadows (const NoShadows &noShadows)=delete | |
NoShadows (NoShadows &&noShadows) noexcept=delete | |
~NoShadows () final=default | |
NoShadows & | operator= (const NoShadows &noShadows)=delete |
NoShadows & | operator= (NoShadows &&noShadows) noexcept=delete |
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void | initializeAccelerators (Scene scene) |
Shader ()=delete | |
Shader (Scene scene, ::std::int32_t samplesLight, Accelerator accelerator) | |
Shader (const Shader &shader)=delete | |
Shader (Shader &&shader) noexcept=default | |
virtual | ~Shader ()=default |
Shader & | operator= (const Shader &shader)=delete |
Shader & | operator= (Shader &&shader) noexcept=delete |
bool | rayTrace (::glm::vec3 *rgb, Ray &&ray) |
bool | shadowTrace (float distance, Ray &&ray) |
virtual void | resetSampling () |
const ::std::vector< Plane > & | getPlanes () const |
const ::std::vector< Sphere > & | getSpheres () const |
const ::std::vector< Triangle > & | getTriangles () const |
const ::std::vector< Material > & | getMaterials () const |
const ::std::vector<::std::unique_ptr< Light > > & | getLights () const |
Private Member Functions | |
bool | shade (::glm::vec3 *rgb, const ::MobileRT::Intersection &intersection) final |
Additional Inherited Members | |
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enum | Accelerator { ACC_NAIVE = 1, ACC_REGULAR_GRID, ACC_BVH } |
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virtual bool | shade (::glm::vec3 *rgb, const Intersection &intersection)=0 |
::std::uint32_t | getLightIndex () |
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::glm::vec3 | getCosineSampleHemisphere (const ::glm::vec3 &normal) |
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const ::std::int32_t | samplesLight_ {} |
::std::vector<::std::unique_ptr< Light > > | lights_ {} |
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explicitdelete |
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explicit |
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delete |
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deletenoexcept |
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finaldefault |
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finalprivate |