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📄 splat.hpp

📁 The goal of this project is to explore the idea of point-based radiosity, which is a shooting radio
💻 HPP
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#if !defined(BRL_SPLAT_HPP)
#define BRL_SPLAT_HPP
/*+-------------------------------------------------------------------
  Ben Landon
  CSCI E-235
  Final Project

  Splat.hpp

  Currently the idea of a splat is a little underdeveloped.  
  Right now, it consists of a point and a color.  This splat
  is subtracted from the emissive texture in the emitting 
  polygon and is added 

  This class will be extended to have an area or a filter
  when the splatting idea is more fully developed. 

  FIXME - Does the splat it have to be multiplied by reflectance 
  when added to the accumulation texture or has this already been 
  accounted for in the diffuse lighting step?

*/

#include "Point.hpp"
#include "Color.hpp"

class Splat 
{
public:
    // Default constructor, needed for use with Array_of
    Splat (void); 

    // Copy constructor
    Splat (const Splat& splat);
    
    // Assignment operator
    const Splat& operator= (const Splat& splat);

    // Fields
    // so far just a color and a 3D point
    Point point;
    Color color;

    static float max_splat_value;
};

#endif

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