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-rw-r--r--src/modules/ray/ray_render_object_sphere.h90
1 files changed, 90 insertions, 0 deletions
diff --git a/src/modules/ray/ray_render_object_sphere.h b/src/modules/ray/ray_render_object_sphere.h
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+++ b/src/modules/ray/ray_render_object_sphere.h
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+#ifndef _RAY_RENDER_OBJECT_SPHERE_H
+#define _RAY_RENDER_OBJECT_SPHERE_H
+
+#include <math.h>
+
+#include "ray_3f.h"
+#include "ray_camera.h"
+#include "ray_color.h"
+#include "ray_object_sphere.h"
+#include "ray_object_type.h"
+#include "ray_ray.h"
+#include "ray_surface.h"
+
+
+typedef struct ray_render_object_sphere_t {
+ ray_object_sphere_t object;
+ ray_3f_t primary_v;
+ float primary_dot_vv;
+ float r2;
+ float r_inv;
+} ray_render_object_sphere_t;
+
+
+static ray_render_object_sphere_t ray_render_object_sphere_prepare(ray_object_sphere_t *sphere, ray_camera_t *camera)
+{
+ ray_render_object_sphere_t prepared = { .object = *sphere };
+
+ prepared.primary_v = ray_3f_sub(&sphere->center, &camera->position);
+ prepared.primary_dot_vv = ray_3f_dot(&prepared.primary_v, &prepared.primary_v);
+
+ prepared.r2 = sphere->radius * sphere->radius;
+
+ /* to divide by radius via multiplication in ray_object_sphere_normal() */
+ prepared.r_inv = 1.0f / sphere->radius;
+
+ return prepared;
+}
+
+
+static inline int ray_render_object_sphere_intersects_ray(ray_render_object_sphere_t *sphere, unsigned depth, ray_ray_t *ray, float *res_distance)
+{
+ ray_3f_t v = sphere->primary_v;
+ float dot_vv = sphere->primary_dot_vv;
+ float b, disc;
+
+ if (depth) {
+ v = ray_3f_sub(&sphere->object.center, &ray->origin);
+ dot_vv = ray_3f_dot(&v, &v);
+ }
+
+ b = ray_3f_dot(&v, &ray->direction);
+ disc = sphere->r2 - (dot_vv - (b * b));
+ if (disc > 0) {
+ float i1, i2;
+
+ disc = sqrtf(disc);
+
+ i1 = b - disc;
+ i2 = b + disc;
+
+ if (i2 > 0 && i1 > 0) {
+ *res_distance = i1;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+
+/* return the normal of the surface at the specified point */
+static inline ray_3f_t ray_render_object_sphere_normal(ray_render_object_sphere_t *sphere, ray_3f_t *point)
+{
+ ray_3f_t normal;
+
+ normal = ray_3f_sub(point, &sphere->object.center);
+ normal = ray_3f_mult_scalar(&normal, sphere->r_inv); /* normalize without the sqrt() */
+
+ return normal;
+}
+
+
+/* return the surface of the sphere @ point */
+static inline ray_surface_t ray_render_object_sphere_surface(ray_render_object_sphere_t *sphere, ray_3f_t *point)
+{
+ /* uniform solids for now... */
+ return sphere->object.surface;
+}
+
+#endif
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