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Diffstat (limited to 'src/modules/ray/ray_render_object.h')
-rw-r--r-- | src/modules/ray/ray_render_object.h | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/src/modules/ray/ray_render_object.h b/src/modules/ray/ray_render_object.h new file mode 100644 index 0000000..5b4ce25 --- /dev/null +++ b/src/modules/ray/ray_render_object.h @@ -0,0 +1,121 @@ +#ifndef _RAY_RENDER_OBJECT_H +#define _RAY_RENDER_OBJECT_H + +#include <assert.h> + +#include "ray_camera.h" +#include "ray_object.h" +#include "ray_object_type.h" +#include "ray_render_object_plane.h" +#include "ray_render_object_point.h" +#include "ray_render_object_sphere.h" +#include "ray_ray.h" +#include "ray_surface.h" + +typedef union ray_render_object_t { + ray_object_type_t type; + ray_render_object_sphere_t sphere; + ray_render_object_point_t point; + ray_render_object_plane_t plane; +} ray_render_object_t; + + + +/* Prepare an object for rendering. + * 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 ray_render_object_t ray_render_object_prepare(ray_object_t *object, ray_camera_t *camera) +{ + ray_render_object_t prepared = { .type = object->type }; + + switch (object->type) { + case RAY_OBJECT_TYPE_SPHERE: + prepared.sphere = ray_render_object_sphere_prepare(&object->sphere, camera); + break; + + case RAY_OBJECT_TYPE_POINT: + prepared.point = ray_render_object_point_prepare(&object->point, camera); + break; + + case RAY_OBJECT_TYPE_PLANE: + prepared.plane = ray_render_object_plane_prepare(&object->plane, camera); + break; + + case RAY_OBJECT_TYPE_LIGHT: + /* TODO */ + break; + + default: + assert(0); + } + + return prepared; +} + + +/* 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_render_object_intersects_ray(ray_render_object_t *object, unsigned depth, ray_ray_t *ray, float *res_distance) +{ + switch (object->type) { + case RAY_OBJECT_TYPE_SPHERE: + return ray_render_object_sphere_intersects_ray(&object->sphere, depth, ray, res_distance); + + case RAY_OBJECT_TYPE_POINT: + return ray_render_object_point_intersects_ray(&object->point, depth, ray, res_distance); + + case RAY_OBJECT_TYPE_PLANE: + return ray_render_object_plane_intersects_ray(&object->plane, depth, ray, res_distance); + + case RAY_OBJECT_TYPE_LIGHT: + /* TODO */ + default: + assert(0); + } +} + + +/* Return the surface normal of object @ point */ +static inline ray_3f_t ray_render_object_normal(ray_render_object_t *object, ray_3f_t *point) +{ + switch (object->type) { + case RAY_OBJECT_TYPE_SPHERE: + return ray_render_object_sphere_normal(&object->sphere, point); + + case RAY_OBJECT_TYPE_POINT: + return ray_render_object_point_normal(&object->point, point); + + case RAY_OBJECT_TYPE_PLANE: + return ray_render_object_plane_normal(&object->plane, point); + + case RAY_OBJECT_TYPE_LIGHT: + /* TODO */ + default: + assert(0); + } +} + + +/* Return the surface of object @ point */ +static inline ray_surface_t ray_render_object_surface(ray_render_object_t *object, ray_3f_t *point) +{ + switch (object->type) { + case RAY_OBJECT_TYPE_SPHERE: + return ray_render_object_sphere_surface(&object->sphere, point); + + case RAY_OBJECT_TYPE_POINT: + return ray_render_object_point_surface(&object->point, point); + + case RAY_OBJECT_TYPE_PLANE: + return ray_render_object_plane_surface(&object->plane, point); + + case RAY_OBJECT_TYPE_LIGHT: + /* TODO */ + default: + assert(0); + } +} + +#endif |