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authorVito Caputo <vcaputo@pengaru.com>2017-05-12 15:17:52 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-05-12 18:34:40 -0700
commit73ef51a819138e50b3d0b162d61a9f272fe07d01 (patch)
tree21c76ee677da8cd15b229af4715078dbbc1da796 /src/modules/ray/ray_object_light.h
parent6ebf0d428b25a8b4a2dee9af7a91c38b1f8ff124 (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.h5
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)
{
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