diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2017-06-02 11:00:36 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2017-06-02 11:11:16 -0700 |
commit | cbc6c0eaf45a7ede48465d1f6d6f7e24c14bd9ce (patch) | |
tree | 4eeab222cec158eac34cc47505177d9bcf9443af /src/modules/ray/ray_object_light.h | |
parent | 84a473d0369c8d676a5a42dcbd11039360668e40 (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.h | 9 |
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); } |