当前位置: 首页>>代码示例>>C++>>正文


C++ Bounds3f::Diagonal方法代码示例

本文整理汇总了C++中Bounds3f::Diagonal方法的典型用法代码示例。如果您正苦于以下问题:C++ Bounds3f::Diagonal方法的具体用法?C++ Bounds3f::Diagonal怎么用?C++ Bounds3f::Diagonal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Bounds3f的用法示例。


在下文中一共展示了Bounds3f::Diagonal方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: scene

SpatialLightDistribution::SpatialLightDistribution(const Scene &scene,
                                                   int maxVoxels)
    : scene(scene) {
    // Compute the number of voxels so that the widest scene bounding box
    // dimension has maxVoxels voxels and the other dimensions have a number
    // of voxels so that voxels are roughly cube shaped.
    Bounds3f b = scene.WorldBound();
    Vector3f diag = b.Diagonal();
    Float bmax = diag[b.MaximumExtent()];
    for (int i = 0; i < 3; ++i) {
        nVoxels[i] = std::max(1, int(std::round(diag[i] / bmax * maxVoxels)));
        // In the Lookup() method, we require that 20 or fewer bits be
        // sufficient to represent each coordinate value. It's fairly hard
        // to imagine that this would ever be a problem.
        CHECK_LT(nVoxels[i], 1 << 20);
    }

    hashTableSize = 4 * nVoxels[0] * nVoxels[1] * nVoxels[2];
    hashTable.reset(new HashEntry[hashTableSize]);
    for (int i = 0; i < hashTableSize; ++i) {
        hashTable[i].packedPos.store(invalidPackedPos);
        hashTable[i].distribution.store(nullptr);
    }

    LOG(INFO) << "SpatialLightDistribution: scene bounds " << b <<
        ", voxel res (" << nVoxels[0] << ", " << nVoxels[1] << ", " <<
        nVoxels[2] << ")";
}
开发者ID:dbadb,项目名称:pbrt-v3,代码行数:28,代码来源:lightdistrib.cpp

示例2: scene

SpatialLightDistribution::SpatialLightDistribution(const Scene &scene,
                                                   int maxVoxels)
    : scene(scene) {
    // Compute the number of voxels so that the widest scene bounding box
    // dimension has maxVoxels voxels and the other dimensions have a number
    // of voxels so that voxels are roughly cube shaped.
    Bounds3f b = scene.WorldBound();
    Vector3f diag = b.Diagonal();
    Float bmax = diag[b.MaximumExtent()];
    for (int i = 0; i < 3; ++i)
        nVoxels[i] = std::max(1, int(std::round(diag[i] / bmax * maxVoxels)));

    LOG(INFO) << "SpatialLightDistribution: scene bounds " << b <<
        ", voxel res (" << nVoxels[0] << ", " << nVoxels[1] << ", " <<
        nVoxels[2] << ")";

    // It's important to pre-size the localVoxelDistributions vector, to
    // avoid race conditions with one thread resizing the vector while
    // another is reading from it.
    localVoxelDistributions.resize(MaxThreadIndex());
}
开发者ID:wjakob,项目名称:pbrt-v3,代码行数:21,代码来源:lightdistrib.cpp


注:本文中的Bounds3f::Diagonal方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。