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authorVito Caputo <vcaputo@pengaru.com>2017-12-23 21:14:06 -0800
committerVito Caputo <vcaputo@pengaru.com>2017-12-23 21:17:24 -0800
commit8ab42d0fb70f5c74554350b10e35bd6b6a78ab1b (patch)
tree69c63d0962977b2db31bcb60f992ec2bff3d73f4 /src/modules/ray/ray_object_light.h
parent5c287c99a3fa8f137dc279b2253c628e83786afe (diff)
ray: split object render from object description
This moves the per-object _prepared state into ray_render_object_$type structs with all the rendering-related object methods switched to operate on the new render structs. Since the current rendering code just makes all these assumptions about light objects being point lights, I've just dropped all the stuff associated with rendering light objects for now. I think it will be refactored a bit later on when the rendering code stops hard-coding the point light stuff. These changes open up the possibility of constifying the scene and constituent objects, now that rendering doesn't shove the prepared state into the embedded _prepared object substructs.
Diffstat (limited to 'src/modules/ray/ray_object_light.h')
-rw-r--r--src/modules/ray/ray_object_light.h59
1 files changed, 0 insertions, 59 deletions
diff --git a/src/modules/ray/ray_object_light.h b/src/modules/ray/ray_object_light.h
index a6213e8..ca9bac9 100644
--- a/src/modules/ray/ray_object_light.h
+++ b/src/modules/ray/ray_object_light.h
@@ -1,16 +1,8 @@
#ifndef _RAY_OBJECT_LIGHT_H
#define _RAY_OBJECT_LIGHT_H
-#include <assert.h>
-
-#include "ray_camera.h"
#include "ray_light_emitter.h"
-#include "ray_object_light.h"
-#include "ray_object_point.h"
-#include "ray_object_sphere.h"
#include "ray_object_type.h"
-#include "ray_ray.h"
-#include "ray_surface.h"
typedef struct ray_object_light_t {
@@ -19,55 +11,4 @@ typedef struct ray_object_light_t {
ray_light_emitter_t emitter;
} ray_object_light_t;
-
-static void ray_object_light_prepare(ray_object_light_t *light, ray_camera_t *camera)
-{
-}
-
-
-/* TODO: point is really the only one I've implemented... */
-static inline int ray_object_light_intersects_ray(ray_object_light_t *light, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- switch (light->emitter.type) {
- case RAY_LIGHT_EMITTER_TYPE_POINT:
- return ray_object_point_intersects_ray(&light->emitter.point, depth, ray, res_distance);
-
- case RAY_LIGHT_EMITTER_TYPE_SPHERE:
- return ray_object_sphere_intersects_ray(&light->emitter.sphere, depth, ray, res_distance);
- default:
- assert(0);
- }
-}
-
-
-static inline ray_3f_t ray_object_light_normal(ray_object_light_t *light, ray_3f_t *point)
-{
- ray_3f_t normal;
-
- /* TODO */
- switch (light->emitter.type) {
- case RAY_LIGHT_EMITTER_TYPE_SPHERE:
- return normal;
-
- case RAY_LIGHT_EMITTER_TYPE_POINT:
- return normal;
- default:
- assert(0);
- }
-}
-
-
-static inline ray_surface_t ray_object_light_surface(ray_object_light_t *light, ray_3f_t *point)
-{
- switch (light->emitter.type) {
- case RAY_LIGHT_EMITTER_TYPE_SPHERE:
- return ray_object_sphere_surface(&light->emitter.sphere, point);
-
- case RAY_LIGHT_EMITTER_TYPE_POINT:
- return ray_object_point_surface(&light->emitter.point, point);
- default:
- assert(0);
- }
-}
-
#endif
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