diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2017-05-12 15:17:52 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2017-05-12 18:34:40 -0700 |
commit | 73ef51a819138e50b3d0b162d61a9f272fe07d01 (patch) | |
tree | 21c76ee677da8cd15b229af4715078dbbc1da796 /src/modules/ray/ray_object.c | |
parent | 6ebf0d428b25a8b4a2dee9af7a91c38b1f8ff124 (diff) |
ray: add ray_scene_prepare() object precomputing
Just embed a _prepared struct in the object where precomputed stuff can be
cached. Gets called once before rendering, which ends up calling the
object-specific ray_object_$type_prepare() methods per object.
Diffstat (limited to 'src/modules/ray/ray_object.c')
-rw-r--r-- | src/modules/ray/ray_object.c | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/src/modules/ray/ray_object.c b/src/modules/ray/ray_object.c index 4c5ccaf..ec3dcd8 100644 --- a/src/modules/ray/ray_object.c +++ b/src/modules/ray/ray_object.c @@ -9,6 +9,30 @@ #include "ray_surface.h" +/* Prepare an object for rendering. + * If the object has any pre-calculating to do, this is where it happens. + * The pre-calculated stuff is object-resident under a _prepared struct member. + */ +void ray_object_prepare(ray_object_t *object) +{ + switch (object->type) { + case RAY_OBJECT_TYPE_SPHERE: + return ray_object_sphere_prepare(&object->sphere); + + case RAY_OBJECT_TYPE_POINT: + return ray_object_point_prepare(&object->point); + + case RAY_OBJECT_TYPE_PLANE: + return ray_object_plane_prepare(&object->plane); + + case RAY_OBJECT_TYPE_LIGHT: + return ray_object_light_prepare(&object->light); + default: + assert(0); + } +} + + /* Determine if a ray intersects object. * If the object is intersected, store where along the ray the intersection occurs in res_distance. */ |