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📄 objectset.h

📁 Ray tracing on PS3, using the acceleration of PPU, No SPE acceleration is used. The code must be com
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/* Copyright (c) 2007 Massachusetts Institute of Technology * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *//** * objectset.h - blue-steel ObjectSet structure * @author Brian Sweatt *  * Contains the ObjectSet structure for holding pointers into arrays of Triangles, Spheres,  * materials, and lights that together represent a scene. *  * The num_ fields in an ObjectSet must directly correspond to the number  * of objects for each type. It is possible to define values that are less than the actual  * numbers for these fields, and the SPU will only DMA in the front of the array up to * the given values. Larger values than the actual numbers for the arrays should never be  * provided as this will result in undesirable data being DMA'd over each frame. */#ifndef _OBJECT_SET_H#define _OBJECT_SET_H#include "material.h"#include "light.h"#include "sphere.h"#include "triangle.h"struct ObjectSet {  Triangle *triangles;  Sphere *spheres;  material *materials;  light *lights;  uint32_t num_triangles;  uint32_t num_spheres;  uint32_t num_lights;   uint32_t num_materials;};#endif

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