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authorVito Caputo <vcaputo@pengaru.com>2017-06-02 11:00:36 -0700
committerVito Caputo <vcaputo@pengaru.com>2017-06-02 11:11:16 -0700
commitcbc6c0eaf45a7ede48465d1f6d6f7e24c14bd9ce (patch)
tree4eeab222cec158eac34cc47505177d9bcf9443af /src/modules/ray/ray_scene.h
parent84a473d0369c8d676a5a42dcbd11039360668e40 (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_scene.h')
-rw-r--r--src/modules/ray/ray_scene.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/modules/ray/ray_scene.h b/src/modules/ray/ray_scene.h
index 820b16b..98928ee 100644
--- a/src/modules/ray/ray_scene.h
+++ b/src/modules/ray/ray_scene.h
@@ -24,7 +24,7 @@ typedef struct ray_scene_t {
} _prepared;
} ray_scene_t;
-void ray_scene_prepare(ray_scene_t *scene);
+void ray_scene_prepare(ray_scene_t *scene, ray_camera_t *camera);
void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment);
#endif
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