📄 splat.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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