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_light.h | |
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_light.h')
-rw-r--r-- | src/modules/ray/ray_object_light.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/modules/ray/ray_object_light.h b/src/modules/ray/ray_object_light.h index 342c050..44b59d4 100644 --- a/src/modules/ray/ray_object_light.h +++ b/src/modules/ray/ray_object_light.h @@ -19,6 +19,11 @@ typedef struct ray_object_light_t { } ray_object_light_t; +static void ray_object_light_prepare(ray_object_light_t *light) +{ +} + + /* TODO: point is really the only one I've implemented... */ static inline int ray_object_light_intersects_ray(ray_object_light_t *light, ray_ray_t *ray, float *res_distance) { |