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-rw-r--r--src/modules/ray/ray_render_object_sphere.h90
1 files changed, 0 insertions, 90 deletions
diff --git a/src/modules/ray/ray_render_object_sphere.h b/src/modules/ray/ray_render_object_sphere.h
deleted file mode 100644
index addf1f5..0000000
--- a/src/modules/ray/ray_render_object_sphere.h
+++ /dev/null
@@ -1,90 +0,0 @@
-#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(const ray_object_sphere_t *sphere, const 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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