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authorVito Caputo <vcaputo@pengaru.com>2017-09-13 13:55:22 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-09-13 13:59:19 -0700
commit121846b0e35607bf8b48d5ce304a65e2657be455 (patch)
tree7877e16b4b4949d65f3fc46373c5850cb72b4f88 /src/modules/ray/ray_camera.h
parentcf586253932e04f3c5a2be2c3d6d3ff5b1301ce0 (diff)
ray: cleanup ray_camera_frame_t fragments
Previously every fb_fragment_t (and thus thread) was constructing its own ray_camera_frame_t view into the scene, duplicating some work. Instead introduce ray_camera_fragment_t to encapsulate the truly per-fragment state and make ray_scene_render_fragment() operate on just this stuff with a reference to a shared ray_camera_frame_t prepared once per-frame. Some minor ray_camera.c cleanups sneak in as well (prefer multiply instead of divide, whitespace cleanups...)
Diffstat (limited to 'src/modules/ray/ray_camera.h')
-rw-r--r--src/modules/ray/ray_camera.h59
1 files changed, 33 insertions, 26 deletions
diff --git a/src/modules/ray/ray_camera.h b/src/modules/ray/ray_camera.h
index 191d614..889beb9 100644
--- a/src/modules/ray/ray_camera.h
+++ b/src/modules/ray/ray_camera.h
@@ -21,55 +21,62 @@ typedef struct ray_camera_t {
typedef struct ray_camera_frame_t {
ray_camera_t *camera; /* the camera supplied to frame_begin() */
- fb_fragment_t *fragment; /* the fragment supplied to frame_begin() */
- ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */
ray_3f_t nw, ne, sw, se; /* directions pointing through the corners of the frame fragment */
- ray_3f_t cur_w, cur_e; /* current row's west and east ends */
- float x_alpha, y_alpha; /* interpolation position along the x and y axis */
float x_delta, y_delta; /* interpolation step delta along the x and y axis */
- unsigned x, y; /* integral position within frame fragment */
} ray_camera_frame_t;
-void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame);
+typedef struct ray_camera_fragment_t {
+ ray_camera_frame_t *frame; /* the frame supplied to fragment_begin() */
+ fb_fragment_t *fb_fragment; /* the fragment supplied to fragment_begin() */
+ ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */
+ ray_3f_t cur_w, cur_e; /* current row's west and east ends */
+ float x_alpha, y_alpha; /* interpolation position along the x and y axis */
+ unsigned x, y; /* integral position within frame fragment */
+} ray_camera_fragment_t;
-/* Step the ray through the frame on the x axis, returns 1 when rays remain on this axis, 0 at the end. */
-/* When 1 is returned, frame->ray is left pointing through the new coordinate. */
-static inline int ray_camera_frame_x_step(ray_camera_frame_t *frame)
+
+void ray_camera_frame_prepare(ray_camera_t *camera, ray_camera_frame_t *res_frame);
+void ray_camera_fragment_begin(ray_camera_frame_t *frame, fb_fragment_t *fb_fragment, ray_ray_t *res_ray, ray_camera_fragment_t *res_fragment);
+
+
+/* Step the ray through the fragment on the x axis, returns 1 when rays remain on this axis, 0 at the end. */
+/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
+static inline int ray_camera_fragment_x_step(ray_camera_fragment_t *fragment)
{
- frame->x++;
+ fragment->x++;
- if (frame->x >= frame->fragment->width) {
- frame->x = 0;
- frame->x_alpha = frame->x_delta * (float)frame->fragment->x;
+ if (fragment->x >= fragment->fb_fragment->width) {
+ fragment->x = 0;
+ fragment->x_alpha = fragment->frame->x_delta * (float)fragment->fb_fragment->x;
return 0;
}
- frame->x_alpha += frame->x_delta;
- frame->ray->direction = ray_3f_nlerp(&frame->cur_w, &frame->cur_e, frame->x_alpha);
+ fragment->x_alpha += fragment->frame->x_delta;
+ fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
return 1;
}
-/* Step the ray through the frame on the y axis, returns 1 when rays remain on this axis, 0 at the end. */
-/* When 1 is returned, frame->ray is left pointing through the new coordinate. */
-static inline int ray_camera_frame_y_step(ray_camera_frame_t *frame)
+/* Step the ray through the fragment on the y axis, returns 1 when rays remain on this axis, 0 at the end. */
+/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
+static inline int ray_camera_fragment_y_step(ray_camera_fragment_t *fragment)
{
- frame->y++;
+ fragment->y++;
- if (frame->y >= frame->fragment->height) {
- frame->y = 0;
- frame->y_alpha = frame->y_delta * (float)frame->fragment->y;
+ if (fragment->y >= fragment->fb_fragment->height) {
+ fragment->y = 0;
+ fragment->y_alpha = fragment->frame->y_delta * (float)fragment->fb_fragment->y;
return 0;
}
- frame->y_alpha += frame->y_delta;
- frame->cur_w = ray_3f_lerp(&frame->nw, &frame->sw, frame->y_alpha);
- frame->cur_e = ray_3f_lerp(&frame->ne, &frame->se, frame->y_alpha);
- frame->ray->direction = ray_3f_nlerp(&frame->cur_w, &frame->cur_e, frame->x_alpha);
+ fragment->y_alpha += fragment->frame->y_delta;
+ fragment->cur_w = ray_3f_lerp(&fragment->frame->nw, &fragment->frame->sw, fragment->y_alpha);
+ fragment->cur_e = ray_3f_lerp(&fragment->frame->ne, &fragment->frame->se, fragment->y_alpha);
+ fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
return 1;
}
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