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authorVito Caputo <vcaputo@gnugeneration.com>2016-12-13 07:57:56 -0800
committerVito Caputo <vcaputo@gnugeneration.com>2016-12-13 08:01:22 -0800
commit8340e615d46615894b44b4ffce5dc2dd86cbad40 (patch)
treeca9f82767d360f03e09425f21e35d0188eb52d1c /modules/ray/ray_scene.h
parent8add1663d9a02db2bc65224cdceb480733a81379 (diff)
ray: introduce a rudimentary ray tracer
My first ray tracer, it only has spheres, planes, and point light sources. No texture mapping, no soft shadows, no global illumination. This is all very basic right now, the camera movement is simple and boring, but sufficient for further development and optimization. I made some effort to support multiple CPUs, it should detect the number of CPUs in the system and use enough pthreads to keep them busy. Jacco Bikker's tutorial on flipcode was the original impetus to do this, and definitely served as a guide early on.
Diffstat (limited to 'modules/ray/ray_scene.h')
-rw-r--r--modules/ray/ray_scene.h27
1 files changed, 27 insertions, 0 deletions
diff --git a/modules/ray/ray_scene.h b/modules/ray/ray_scene.h
new file mode 100644
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+++ b/modules/ray/ray_scene.h
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+#ifndef _RAY_SCENE_H
+#define _RAY_SCENE_H
+
+#include "fb.h"
+
+#include "ray_camera.h"
+#include "ray_color.h"
+#include "ray_ray.h"
+#include "ray_threads.h"
+
+typedef union ray_object_t ray_object_t;
+
+typedef struct ray_scene_t {
+ ray_object_t *objects;
+ unsigned n_objects;
+
+ ray_object_t *lights;
+ unsigned n_lights;
+
+ ray_color_t ambient_color;
+ float ambient_brightness;
+} ray_scene_t;
+
+void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments);
+void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
+
+#endif
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