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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_plane.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_plane.h')
-rw-r--r--src/modules/ray/ray_object_plane.h45
1 files changed, 0 insertions, 45 deletions
diff --git a/src/modules/ray/ray_object_plane.h b/src/modules/ray/ray_object_plane.h
index 0d3a51b..96ed437 100644
--- a/src/modules/ray/ray_object_plane.h
+++ b/src/modules/ray/ray_object_plane.h
@@ -2,9 +2,7 @@
#define _RAY_OBJECT_PLANE_H
#include "ray_3f.h"
-#include "ray_camera.h"
#include "ray_object_type.h"
-#include "ray_ray.h"
#include "ray_surface.h"
@@ -13,49 +11,6 @@ typedef struct ray_object_plane_t {
ray_surface_t surface;
ray_3f_t normal;
float distance;
- struct {
- float primary_dot_plus;
- } _prepared;
} ray_object_plane_t;
-
-static void ray_object_plane_prepare(ray_object_plane_t *plane, ray_camera_t *camera)
-{
- plane->_prepared.primary_dot_plus = (ray_3f_dot(&plane->normal, &camera->position) + plane->distance);
-}
-
-
-static inline int ray_object_plane_intersects_ray(ray_object_plane_t *plane, unsigned depth, ray_ray_t *ray, float *res_distance)
-{
- float d = ray_3f_dot(&plane->normal, &ray->direction);
-
- if (d < 0.0f) {
- float distance = plane->_prepared.primary_dot_plus;
-
- if (depth)
- distance = (ray_3f_dot(&plane->normal, &ray->origin) + plane->distance);
-
- distance /= -d;
- if (distance > 0.0f) {
- *res_distance = distance;
-
- return 1;
- }
- }
-
- return 0;
-}
-
-
-static inline ray_3f_t ray_object_plane_normal(ray_object_plane_t *plane, ray_3f_t *point)
-{
- return plane->normal;
-}
-
-
-static inline ray_surface_t ray_object_plane_surface(ray_object_plane_t *plane, ray_3f_t *point)
-{
- return plane->surface;
-}
-
#endif
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