Revision 191,
648 bytes
checked in by bittner, 19 years ago
(diff) |
basic sampling strategies
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[162] | 1 | #ifndef _SamplingPreprocessor_H__ |
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| 2 | #define _SamplingPreprocessor_H__ |
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| 3 | |
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| 4 | #include "Preprocessor.h" |
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| 5 | |
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| 6 | |
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| 7 | /** Sampling based visibility preprocessing. The implementation is based on heuristical |
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| 8 | sampling of view space */ |
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| 9 | class SamplingPreprocessor : public Preprocessor { |
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| 10 | public: |
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[176] | 11 | int mSamplesPerPass; |
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| 12 | int mTotalSamples; |
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| 13 | int mKdPvsDepth; |
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| 14 | |
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| 15 | SamplingPreprocessor(); |
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| 16 | |
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[162] | 17 | virtual bool ComputeVisibility(); |
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[176] | 18 | |
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| 19 | void |
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| 20 | SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction); |
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| 21 | |
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| 22 | KdNode * |
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| 23 | GetNodeForPvs(KdLeaf *leaf); |
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| 24 | |
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| 25 | int |
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[191] | 26 | AddNodeSamples(Intersectable *object, const Ray &ray, const int pass); |
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[176] | 27 | |
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[191] | 28 | void |
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| 29 | HoleSamplingPass(); |
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| 30 | |
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[162] | 31 | }; |
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| 32 | |
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| 33 | |
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| 34 | |
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| 35 | #endif |
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