Photon Engine
2.0.0-beta
A physically based renderer.
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UniformRandomSampleSource.h
Go to the documentation of this file.
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#pragma once
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#include "
EngineEnv/SampleSource/RuntimeSampleSource.h
"
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#include "
SDL/sdl_interface.h
"
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namespace
ph
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{
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class
UniformRandomSampleSource
:
public
RuntimeSampleSource
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{
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public
:
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void
cook
(
const
CoreCookingContext
& ctx,
CoreCookedUnit
& cooked)
override
;
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public
:
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PH_DEFINE_SDL_CLASS
(
TSdlOwnerClass<UniformRandomSampleSource>
)
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{
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ClassType clazz(
"uniform-random"
);
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clazz.docName(
"Uniform Random Sample Source"
);
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clazz.description(
"Generating samples in a completely random fashion."
);
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clazz.baseOn<
RuntimeSampleSource
>();
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return
clazz;
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}
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};
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}
// end namespace ph
RuntimeSampleSource.h
ph::CoreCookedUnit
Definition
CoreCookedUnit.h:19
ph::CoreCookingContext
Definition
CoreCookingContext.h:15
ph::RuntimeSampleSource
Definition
RuntimeSampleSource.h:17
ph::TSdlOwnerClass
SDL binding type for a canonical SDL resource class.
Definition
TSdlOwnerClass.h:23
ph::UniformRandomSampleSource
Definition
UniformRandomSampleSource.h:10
ph::UniformRandomSampleSource::PH_DEFINE_SDL_CLASS
PH_DEFINE_SDL_CLASS(TSdlOwnerClass< UniformRandomSampleSource >)
Definition
UniformRandomSampleSource.h:15
ph::UniformRandomSampleSource::cook
void cook(const CoreCookingContext &ctx, CoreCookedUnit &cooked) override
Definition
UniformRandomSampleSource.cpp:8
ph
The root for all renderer implementations.
Definition
EEngineProject.h:6
sdl_interface.h
Source
EngineEnv
SampleSource
UniformRandomSampleSource.h
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