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Diffstat (limited to 'src/modules/ray/ray_object.h')
-rw-r--r--src/modules/ray/ray_object.h21
1 files changed, 11 insertions, 10 deletions
diff --git a/src/modules/ray/ray_object.h b/src/modules/ray/ray_object.h
index f4c3225..f882e86 100644
--- a/src/modules/ray/ray_object.h
+++ b/src/modules/ray/ray_object.h
@@ -3,6 +3,7 @@
#include <assert.h>
+#include "ray_camera.h"
#include "ray_object_light.h"
#include "ray_object_plane.h"
#include "ray_object_point.h"
@@ -25,20 +26,20 @@ typedef union ray_object_t {
* If the object has any pre-calculating to do, this is where it happens.
* The pre-calculated stuff is object-resident under a _prepared struct member.
*/
-static inline void ray_object_prepare(ray_object_t *object)
+static inline void ray_object_prepare(ray_object_t *object, ray_camera_t *camera)
{
switch (object->type) {
case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_prepare(&object->sphere);
+ return ray_object_sphere_prepare(&object->sphere, camera);
case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_prepare(&object->point);
+ return ray_object_point_prepare(&object->point, camera);
case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_prepare(&object->plane);
+ return ray_object_plane_prepare(&object->plane, camera);
case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_prepare(&object->light);
+ return ray_object_light_prepare(&object->light, camera);
default:
assert(0);
}
@@ -48,20 +49,20 @@ static inline void ray_object_prepare(ray_object_t *object)
/* Determine if a ray intersects object.
* If the object is intersected, store where along the ray the intersection occurs in res_distance.
*/
-static inline int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance)
+static inline int ray_object_intersects_ray(ray_object_t *object, unsigned depth, ray_ray_t *ray, float *res_distance)
{
switch (object->type) {
case RAY_OBJECT_TYPE_SPHERE:
- return ray_object_sphere_intersects_ray(&object->sphere, ray, res_distance);
+ return ray_object_sphere_intersects_ray(&object->sphere, depth, ray, res_distance);
case RAY_OBJECT_TYPE_POINT:
- return ray_object_point_intersects_ray(&object->point, ray, res_distance);
+ return ray_object_point_intersects_ray(&object->point, depth, ray, res_distance);
case RAY_OBJECT_TYPE_PLANE:
- return ray_object_plane_intersects_ray(&object->plane, ray, res_distance);
+ return ray_object_plane_intersects_ray(&object->plane, depth, ray, res_distance);
case RAY_OBJECT_TYPE_LIGHT:
- return ray_object_light_intersects_ray(&object->light, ray, res_distance);
+ return ray_object_light_intersects_ray(&object->light, depth, ray, res_distance);
default:
assert(0);
}
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