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authorVito Caputo <vcaputo@pengaru.com>2017-06-02 11:00:36 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-06-02 11:11:16 -0700
commitcbc6c0eaf45a7ede48465d1f6d6f7e24c14bd9ce (patch)
tree4eeab222cec158eac34cc47505177d9bcf9443af /src/modules/ray/ray_object_light.h
parent84a473d0369c8d676a5a42dcbd11039360668e40 (diff)
ray: plumb depth and camera to objects
To enable prepare to precompute aspects of primary rays which all have a common origin at the camera, bring the camera to ray_object*_prepare() and bring the depth to ray_object*_intersects_ray() for primary ray detection. This is only scaffolding, functionally unchanged.
Diffstat (limited to 'src/modules/ray/ray_object_light.h')
-rw-r--r--src/modules/ray/ray_object_light.h9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/modules/ray/ray_object_light.h b/src/modules/ray/ray_object_light.h
index 44b59d4..a6213e8 100644
--- a/src/modules/ray/ray_object_light.h
+++ b/src/modules/ray/ray_object_light.h
@@ -3,6 +3,7 @@
#include <assert.h>
+#include "ray_camera.h"
#include "ray_light_emitter.h"
#include "ray_object_light.h"
#include "ray_object_point.h"
@@ -19,20 +20,20 @@ typedef struct ray_object_light_t {
} ray_object_light_t;
-static void ray_object_light_prepare(ray_object_light_t *light)
+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, ray_ray_t *ray, float *res_distance)
+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, ray, res_distance);
+ 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, ray, res_distance);
+ return ray_object_sphere_intersects_ray(&light->emitter.sphere, depth, ray, res_distance);
default:
assert(0);
}
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