Photon Engine 2.0.0-beta
A physically based renderer.
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#include <SampleLocation.h>
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SampleLocation (const SampleLocation &other) | |
SampleLocation | getUvwScaled (const math::Vector3R &scale) const |
math::EColorUsage | expectedUsage () const |
Gets expected type of the usage for the sample. | |
SampleLocation (const math::Vector3R &uvw, math::EColorUsage usage) | |
Constructs a sample location at \( (u, v, (w)) \). | |
SampleLocation (const math::Vector2R &uv, math::EColorUsage usage) | |
SampleLocation (const HitDetail &hit) | |
Constructs a sample location from hit information. | |
SampleLocation (const HitDetail &hit, math::EColorUsage usage) | |
math::Vector3R | uvw () const |
Gets and sets the uvw coordinates of this sample location. | |
math::Vector2R | uv () const |
void | setUvw (const math::Vector3R &uvw) |
void | setUv (const math::Vector2R &uv) |
This class provides a temporal, higher order abstraction over data regarding ray-hit information. This abstraction layer is tailored towards texture sampling and shall not be used in other circumstances. The philosophy of this abstraction layer is that texture sampling processes should not care about the context of a hit, but focus on the actual data of the target point.
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Constructs a sample location at \( (u, v, (w)) \).
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Constructs a sample location from hit information.
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Gets expected type of the usage for the sample.
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Gets and sets the uvw coordinates of this sample location.