本文整理汇总了C#中Library.Get方法的典型用法代码示例。如果您正苦于以下问题:C# Library.Get方法的具体用法?C# Library.Get怎么用?C# Library.Get使用的例子?那么恭喜您, 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类Library
的用法示例。
在下文中一共展示了Library.Get方法的1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: OpenFrame
public void OpenFrame(Library.Entity.Frames.FrameDescription frame)
{
this.CurrentFrame = new FrameConfiguration();
this.config.Merge(frame);
this.OutputSettings = new OutputSettingsInfo(frame);
this.QualitySettings = new QualitySettingsInfo(frame);
this.FrameName = frame.FrameName;
if (!string.IsNullOrWhiteSpace(frame.WorkingDir))
Directory.SetCurrentDirectory(frame.WorkingDir);
/*
foreach (var frameElement in frame.Elements.Where(frameElement => frameParsers.ContainsKey(frameElement.GetType()))) {
frameParsers[frameElement.GetType()](frameElement);
}*/
if (Scene == null)
{
SceneGraphService svc = new SceneGraphService();
svc.Populate(
//new ObjLoader(),
new GlobalIndexObjLoader(),
new MaterialLoader());
//svc.OpenFrame(frame);
_builder = new SceneBuilder() { SGService = svc };
_builder.Setup();
this.SceneGraph = _builder.SGService.SceneGraph;
this.Scene = _builder.OpenFrame(frame, this.AreaLightAsMeshLight);
this.Scene.DefaultLightGain = config.Get("LightGain", new RgbSpectrum(1.0f));
this.Scene.MaxPathDepth = config.Get("MaxPathDepth", 10);
this.Scene.RussianRuletteImportanceCap = config.Get("RRImportanceCap", 0.75f);
this.Scene.MaxPaths = config.Get("PathBufferSize", 65536);
this.Scene.ShadowRayCount = config.Get("ShadowRayCount", 1);
this.Scene.TextureSamplingQuality = this.QualitySettings.TextureSamplingQuality;
this.Scene.LightSamplingStrategy = this.QualitySettings.LightSamplingStrategy;
RgbSpectrum.Gamma = true;
/*
if (GlobalConfiguration.Instance.SpectralRendering)
{
this.Scene.SpectralMats = new BxDFLibrary(new LambertianBrdf(new[] { 0.5f, 0.5f, 0.5f }));
this.Scene.SpectralMats.Populate(_builder.MaterialInfos.ToArray());
}
else*/
{
this.Scene.MatLib = this.dependencyManager.GetMaterialPlugin(_builder.MaterialInfos.ToArray());
if (_builder.FrameMaterialBuilder != null)
{
this.Scene.MatLib.Add(_builder.FrameMaterialBuilder.Materials);
_builder.FrameMaterialBuilder.CreateRayEngineMaterials(this.Scene);
}
//if (EnableMaterialOverrides) FrameMaterialBuilder.ApplyMaterialOverrides((this.Scene.MatLib as OptimizedBsdfLibrary).Materials, Scene);
}
RenderThreadsCount = config.Get("RenderThreadsCount", 1);
this.scene = _builder.SceneGeo;
var sceneBound = new AABB(scene.BoundingSphereCenter - scene.BoundingSphereRadius,
scene.BoundingSphereCenter + scene.BoundingSphereRadius);
sceneBound.Expand(1f);
//var viewBound = new AABB(Scene.Camera.Target - 5f, Scene.Camera.Target + 5f);
var c = new Point(Scene.Camera.Target);
var bb = new AABB(c - 1f, c + 1f);
var volumeBound = sceneBound;
Scene.VolumeIntegrator = new SingleScatteringIntegrator(volumeBound,
volumeBound.Size.Length / 10f, //step
0.05f, //Probability
RgbSpectrum.UnitSpectrum() * 0.05f, //Inscatering
new RgbSpectrum(0.000f) //Emission
);
new RayEngineMaterialBuilder().BuildMaterials(this.Scene);
}
this.CurrentFrame.Width = frame.Get<int>("ImageWidth");
this.CurrentFrame.Height = frame.Get<int>("ImageHeight");
this.CurrentFrame.ImageSavePath = this.SavePath;
this.CurrentFrame.LowLatency = lowLatency;
this.CurrentFrame.MaxSamplesPerPixel = this.QualitySettings.SamplesPerPixel;
this.Initialize();
this.Scene.BuildPrimitives();
}