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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_scene.c
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_scene.c')
-rw-r--r--src/modules/ray/ray_scene.c10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index e2c7f2c..87a77af 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -167,3 +167,13 @@ void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_frag
buf += stride;
} while (ray_camera_frame_y_step(&frame));
}
+
+
+/* prepare the scene for rendering, must be called whenever the scene has been changed. */
+void ray_scene_prepare(ray_scene_t *scene)
+{
+ unsigned i;
+
+ for (i = 0; i < scene->n_objects; i++)
+ ray_object_prepare(&scene->objects[i]);
+}
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