#include "prrpm.h" namespace PRRPM { ui32 imageWidth = 800; ui32 imageHeight = 800; ui32 numberOfPhotons = 1000; ui32 numberOfPhotonPass = 1000; ui32 numberOfBounces = 5; std::string outFileName = "output.bmp"; std::vector imageBufferList; bool isLightOn = true; bool isPhotonMapping = true; bool isGUI = true; Vector3d neighborsDirection[27] = { Vector3d(0.0, 0.0, 0.0), Vector3d(0.004, 0.0, 0.0), Vector3d(-0.004, 0.0, 0.0), Vector3d(0.0, 0.004, 0.0), Vector3d(0.0, -0.004, 0.0), Vector3d(0.004, 0.004, 0.0), Vector3d(-0.004, 0.004, 0.0), Vector3d(0.004, -0.004, 0.0), Vector3d(-0.004, -0.004, 0.0), Vector3d(0.004, 0.0, 0.004), Vector3d(-0.004, 0.0, 0.004), Vector3d(0.0, 0.004, 0.004), Vector3d(0.0, -0.004, 0.004), Vector3d(0.004, 0.004, 0.004), Vector3d(-0.004, 0.004, 0.004), Vector3d(0.004, -0.004, 0.004), Vector3d(-0.004, -0.004, 0.004), Vector3d(0.004, 0.0, -0.004), Vector3d(-0.004, 0.0, -0.004), Vector3d(0.0, 0.004, -0.004), Vector3d(0.0, -0.004, -0.004), Vector3d(0.004, 0.004, -0.004), Vector3d(-0.004, 0.004, -0.004), Vector3d(0.004, -0.004, -0.004), Vector3d(-0.004, -0.004, -0.004), Vector3d(0.0, 0.0, -0.004), Vector3d(0.0, 0.0, 0.004)}; std::vector triangleList; std::vector sphereList; std::vector lightSourcesList; std::vector intersectionPointsList; std::vector secondIntersectionPointsList; std::vector hastValueList; } // namespace PRRPM