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91 void render(); |
91 void render(); |
92 Colour raytrace(Ray &ray, int depth, Shape *origin_shape); |
92 Colour raytrace(Ray &ray, int depth, Shape *origin_shape); |
93 void addShape(Shape *shape) { top->addShape(shape); }; |
93 void addShape(Shape *shape) { top->addShape(shape); }; |
94 void addLight(Light *light) { lights.push_back(light); }; |
94 void addLight(Light *light) { lights.push_back(light); }; |
95 void setSampler(Sampler *sampl) { sampler = sampl; }; |
95 void setSampler(Sampler *sampl) { sampler = sampl; }; |
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96 Sampler *&getSampler() { return sampler; }; |
96 void setCamera(Camera *cam) { camera = cam; }; |
97 void setCamera(Camera *cam) { camera = cam; }; |
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98 Camera *&getCamera() { return camera; }; |
97 void setTop(Container *atop) { top = atop; }; |
99 void setTop(Container *atop) { top = atop; }; |
98 Container *getTop() { return top; }; |
100 Container *&getTop() { return top; }; |
99 |
101 |
100 void setBgColour(const Colour &bg) { bg_colour = bg; }; |
102 void setBgColour(const Colour &bg) { bg_colour = bg; }; |
101 void setMaxDepth(int newdepth) { max_depth = newdepth; }; |
103 void setMaxDepth(int newdepth) { max_depth = newdepth; }; |
102 |
104 |
103 void ambientOcclusion(int samples, Float distance, Float angle); |
105 void ambientOcclusion(int samples, Float distance, Float angle); |