void Scene::on_frame_end(const Project& project) { invoke_on_frame_end(project, assemblies()); invoke_on_frame_end(project, environment_shaders()); invoke_on_frame_end(project, environment_edfs()); impl->m_camera->on_frame_end(project); }
void Assembly::on_frame_end(const Project& project) { invoke_on_frame_end(project, assembly_instances()); invoke_on_frame_end(project, assemblies()); invoke_on_frame_end(project, object_instances()); invoke_on_frame_end(project, *this, lights()); invoke_on_frame_end(project, *this, materials()); #ifdef WITH_OSL invoke_on_frame_end(project, *this, shader_groups()); #endif invoke_on_frame_end(project, *this, edfs()); invoke_on_frame_end(project, *this, bsdfs()); invoke_on_frame_end(project, *this, surface_shaders()); invoke_on_frame_end(project, texture_instances()); }
void Scene::on_frame_end(const Project& project) { invoke_on_frame_end(project, assembly_instances()); invoke_on_frame_end(project, assemblies()); if (impl->m_environment.get()) impl->m_environment->on_frame_end(project); invoke_on_frame_end(project, environment_shaders()); invoke_on_frame_end(project, environment_edfs()); invoke_on_frame_end(project, texture_instances()); if (impl->m_camera.get()) impl->m_camera->on_frame_end(project); }
void Assembly::on_frame_end(const Project& project) { invoke_on_frame_end(project, assembly_instances()); invoke_on_frame_end(project, assemblies()); invoke_on_frame_end(project, *this, lights()); invoke_on_frame_end(project, *this, materials()); invoke_on_frame_end(project, *this, edfs()); invoke_on_frame_end(project, *this, bsdfs()); invoke_on_frame_end(project, *this, surface_shaders()); }