Photon Engine 2.0.0-beta
A physically based renderer.
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UniformRandomSampleSource.h
Go to the documentation of this file.
1#pragma once
2
4#include "SDL/sdl_interface.h"
5
6namespace ph
7{
8
10{
11public:
12 void cook(const CoreCookingContext& ctx, CoreCookedUnit& cooked) override;
13
14public:
16 {
17 ClassType clazz("uniform-random");
18 clazz.docName("Uniform Random Sample Source");
19 clazz.description("Generating samples in a completely random fashion.");
20 clazz.baseOn<RuntimeSampleSource>();
21 return clazz;
22 }
23};
24
25}// end namespace ph
Definition CoreCookedUnit.h:19
Definition CoreCookingContext.h:15
Definition RuntimeSampleSource.h:17
SDL binding type for a canonical SDL resource class.
Definition TSdlOwnerClass.h:23
Definition UniformRandomSampleSource.h:10
PH_DEFINE_SDL_CLASS(TSdlOwnerClass< UniformRandomSampleSource >)
Definition UniformRandomSampleSource.h:15
void cook(const CoreCookingContext &ctx, CoreCookedUnit &cooked) override
Definition UniformRandomSampleSource.cpp:8
The root for all renderer implementations.
Definition EEngineProject.h:6