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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_sphere.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_sphere.h')
-rw-r--r--src/modules/ray/ray_object_sphere.h11
1 files changed, 10 insertions, 1 deletions
diff --git a/src/modules/ray/ray_object_sphere.h b/src/modules/ray/ray_object_sphere.h
index 8a91316..cb8e665 100644
--- a/src/modules/ray/ray_object_sphere.h
+++ b/src/modules/ray/ray_object_sphere.h
@@ -15,14 +15,23 @@ typedef struct ray_object_sphere_t {
ray_surface_t surface;
ray_3f_t center;
float radius;
+ struct {
+ float r2;
+ } _prepared;
} ray_object_sphere_t;
+static void ray_object_sphere_prepare(ray_object_sphere_t *sphere)
+{
+ sphere->_prepared.r2 = sphere->radius * sphere->radius;
+}
+
+
static inline int ray_object_sphere_intersects_ray(ray_object_sphere_t *sphere, ray_ray_t *ray, float *res_distance)
{
ray_3f_t v = ray_3f_sub(&ray->origin, &sphere->center);
float b = ray_3f_dot(&v, &ray->direction);
- float disc = (sphere->radius * sphere->radius) - (ray_3f_dot(&v, &v) - (b * b));
+ float disc = sphere->_prepared.r2 - (ray_3f_dot(&v, &v) - (b * b));
if (disc > 0) {
float i1, i2;
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