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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_render_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_render_object_plane.h')
-rw-r--r--src/modules/ray/ray_render_object_plane.h61
1 files changed, 61 insertions, 0 deletions
diff --git a/src/modules/ray/ray_render_object_plane.h b/src/modules/ray/ray_render_object_plane.h
new file mode 100644
index 0000000..e5c6fa7
--- /dev/null
+++ b/src/modules/ray/ray_render_object_plane.h
@@ -0,0 +1,61 @@
+#ifndef _RAY_RENDER_OBJECT_PLANE_H
+#define _RAY_RENDER_OBJECT_PLANE_H
+
+#include "ray_3f.h"
+#include "ray_camera.h"
+#include "ray_object_plane.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_render_object_plane_t {
+ ray_object_plane_t object;
+ float primary_dot_plus;
+} ray_render_object_plane_t;
+
+
+static ray_render_object_plane_t ray_render_object_plane_prepare(ray_object_plane_t *plane, ray_camera_t *camera)
+{
+ ray_render_object_plane_t prepared = { .object = *plane };
+
+ prepared.primary_dot_plus = ray_3f_dot(&plane->normal, &camera->position) + plane->distance;
+
+ return prepared;
+}
+
+
+static inline int ray_render_object_plane_intersects_ray(ray_render_object_plane_t *plane, unsigned depth, ray_ray_t *ray, float *res_distance)
+{
+ float d = ray_3f_dot(&plane->object.normal, &ray->direction);
+
+ if (d < 0.0f) {
+ float distance = plane->primary_dot_plus;
+
+ if (depth)
+ distance = (ray_3f_dot(&plane->object.normal, &ray->origin) + plane->object.distance);
+
+ distance /= -d;
+ if (distance > 0.0f) {
+ *res_distance = distance;
+
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+
+static inline ray_3f_t ray_render_object_plane_normal(ray_render_object_plane_t *plane, ray_3f_t *point)
+{
+ return plane->object.normal;
+}
+
+
+static inline ray_surface_t ray_render_object_plane_surface(ray_render_object_plane_t *plane, ray_3f_t *point)
+{
+ return plane->object.surface;
+}
+
+#endif
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