void Scene::preCalc() { Objects::iterator it; for (it = m_objects.begin(); it != m_objects.end(); it++) { Object* pObject = *it; pObject->preCalc(); } Lights::iterator lit; float total_wattage = 0.f; for (lit = m_lights.begin(); lit != m_lights.end(); lit++) { PointLight* pLight = *lit; pLight->preCalc(); total_wattage += pLight->wattage(); } m_bvh.build(&m_objects); delete g_global_illum_map; g_global_illum_map = new Photon_map(m_global_photons); delete g_caustics_map; g_caustics_map = new Photon_map(m_caustics_photons); g_caustics_map->setCaustics(true); printf("Caustics map:\n"); sampleMap(g_caustics_map, m_caustics_photons, total_wattage); printf("Global illum map:\n"); sampleMap(g_global_illum_map, m_global_photons, total_wattage); }
void Scene::preCalc() { Objects::iterator it; for (it = m_objects.begin(); it != m_objects.end(); it++) { Object* pObject = *it; pObject->preCalc(); } Lights::iterator lit; for (lit = m_lights.begin(); lit != m_lights.end(); lit++) { PointLight* pLight = *lit; pLight->preCalc(); } m_bvh.build(&m_objects); }