CodeStructureForRazor
The Razor Code Structure
The structure of the code is -
- icollab
- collada
- COLLAborative Design Activity - For establishing an interchange file format for interactive 3D applications.
- Developed by Sony during development of PS3.
- Use for exchanging info among various graphic apps, that might otherwise store their assets in incompaitable format.
- common
- Contains the razor ray tracing code - the common files.
- Other dirs include -
- arena
- bmp - Code for reading/writing bmp data.
- catchall
- filter -> Code for filtered image rescaling
- geom -> Implementation of the geometry system. Contains the engines for loop and planar subdivision and the Catmull-Clark geometry system.
- glut -> The opengl toolkit for windows.
- hilbert
- jpg, png, tiff -> libs for supporting these filetypes
- logging
- params -> The parameter manager code. Used for get/set/existance of parameters.
- simpmath -> Simple math manipulations required for ray tracing.
- sseaux -> Looks like deprecated code for modifying SSE variables.
- Vtune -> Contains code for compiling with special hooks in vtune.
- xml -> Contains the libxml files.
- zlib - The zlib compression library.
- collada
- docs -> Misc and random docs regarding licensing, submitted papers, memory usage, spec, wiki-backup etc.
- misc
- razor
- Contains the main razor ray tracing code. This includes the kdtree manipulations, segment, shading, ray tracing and lighting.
- RazorStaticLib
- scenes
- Scenes used to test the ray tracing. This dir is what makes the codebase so huge in size.
- SCons
- SCons is make equivalent, based on python. Files for Scons maintainence.
- scripts
- Perl scripts to run razor with different settings.
- tools
- build.bat --> Builds the VC solution for Razor.
- icollab.sln --> The V solution file used to launch the build