//---------------------------------------------------------------------------- // William Baxter III's Ray Tracer // // Project for Comp 238, Raster Graphics // University of North Carolina at Chapel Hill // // $Id:$ //---------------------------------------------------------------------------- #ifndef WB3CASTINGSHADER_H #define WB3CASTINGSHADER_H //---------------------------------------------------------------------------- #include "wb3Shader.hpp" #include "wb3Artifact.hpp" #include "wb3Scene.hpp" // The Casting shader does no recursive raytracing, just casts primaries. class wb3CastingShader : public wb3Shader { public: wb3CastingShader(); ~wb3CastingShader(); virtual void Shade(const wb3Scene* scene, const wb3Artifact* from, const wb3Artifact* hit, const Ray3f& r, const Vec3f &isect, Vec3f& color, Vec3f& attenuation, int hits) const; protected: }; //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- #endif