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0025201: Visualization - Implementing soft shadows and ambient occlusion in OCCT ray-tracing core
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@@ -807,6 +807,9 @@ Handle(Graphic3d_AspectFillArea3d) Graphic3d_Structure::FillArea3dAspect() const
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aBack.SetEnvReflexion (myCStructure->ContextFillArea.Back.EnvReflexion);
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aBack.SetMaterialType (myCStructure->ContextFillArea.Back.IsPhysic ? Graphic3d_MATERIAL_PHYSIC : Graphic3d_MATERIAL_ASPECT);
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aBack.SetRefractionIndex (Standard_Real (myCStructure->ContextFillArea.Back.RefractionIndex));
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aBack.SetBSDF (myCStructure->ContextFillArea.Back.BSDF);
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// Front Material
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Graphic3d_MaterialAspect aFront;
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aFront.SetShininess (Standard_Real (myCStructure->ContextFillArea.Front.Shininess));
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@@ -855,6 +858,9 @@ Handle(Graphic3d_AspectFillArea3d) Graphic3d_Structure::FillArea3dAspect() const
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aFront.SetEnvReflexion (myCStructure->ContextFillArea.Front.EnvReflexion);
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aFront.SetMaterialType (myCStructure->ContextFillArea.Front.IsPhysic ? Graphic3d_MATERIAL_PHYSIC : Graphic3d_MATERIAL_ASPECT);
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aFront.SetRefractionIndex (Standard_Real (myCStructure->ContextFillArea.Front.RefractionIndex));
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aFront.SetBSDF (myCStructure->ContextFillArea.Front.BSDF);
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Quantity_Color anIntColor (Standard_Real (myCStructure->ContextFillArea.IntColor.r),
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Standard_Real (myCStructure->ContextFillArea.IntColor.g),
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Standard_Real (myCStructure->ContextFillArea.IntColor.b), Quantity_TOC_RGB);
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@@ -1004,6 +1010,7 @@ void Graphic3d_Structure::SetPrimitivesAspect (const Handle(Graphic3d_AspectFill
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myCStructure->ContextFillArea.Back.Specular = float (aBack.Specular());
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myCStructure->ContextFillArea.Back.Transparency = float (aBack.Transparency());
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myCStructure->ContextFillArea.Back.RefractionIndex = float (aBack.RefractionIndex());
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myCStructure->ContextFillArea.Back.BSDF = aBack.BSDF();
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myCStructure->ContextFillArea.Back.Emission = float (aBack.Emissive());
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// Reflection mode
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@@ -1048,6 +1055,7 @@ void Graphic3d_Structure::SetPrimitivesAspect (const Handle(Graphic3d_AspectFill
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myCStructure->ContextFillArea.Front.Specular = float (aFront.Specular());
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myCStructure->ContextFillArea.Front.Transparency = float (aFront.Transparency());
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myCStructure->ContextFillArea.Front.RefractionIndex = float (aFront.RefractionIndex());
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myCStructure->ContextFillArea.Front.BSDF = aFront.BSDF();
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myCStructure->ContextFillArea.Front.Emission = float (aFront.Emissive());
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// Reflection mode
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