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-rw-r--r--src/modules/ray/ray_scene.c20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/modules/ray/ray_scene.c b/src/modules/ray/ray_scene.c
index b5d1e81..2df4a5d 100644
--- a/src/modules/ray/ray_scene.c
+++ b/src/modules/ray/ray_scene.c
@@ -12,7 +12,7 @@
#define MAX_RECURSION_DEPTH 4
-static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth);
+static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ray_t *ray, unsigned depth);
/* Determine if the ray is obstructed by an object within the supplied distance, for shadows */
@@ -124,7 +124,7 @@ static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_obje
reflected_ray.origin = intersection;
reflected_ray.direction = ray_3f_sub(&ray->direction, &reflected_ray.direction);
- reflection = trace_ray(scene, &reflected_ray, depth);
+ reflection = trace_ray(scene, object, &reflected_ray, depth);
reflection = ray_3f_mult_scalar(&reflection, surface.specular);
color = ray_3f_add(&color, &reflection);
}
@@ -136,7 +136,7 @@ static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_obje
}
-static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth)
+static ray_color_t trace_ray(ray_scene_t *scene, ray_object_t *reflector, ray_ray_t *ray, unsigned depth)
{
ray_object_t *nearest_object = NULL;
float nearest_object_distance = INFINITY;
@@ -146,14 +146,20 @@ static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth)
depth++;
for (i = 0; i < scene->n_objects; i++) {
- float distance;
+ ray_object_t *object = &scene->objects[i];
+ float distance;
+
+ /* Don't bother checking if a reflected ray intersects the object reflecting it,
+ * reflector = NULL for primary rays, which will never compare as true here. */
+ if (object == reflector)
+ continue;
/* Does this ray intersect object? */
- if (ray_object_intersects_ray(&scene->objects[i], depth, ray, &distance)) {
+ if (ray_object_intersects_ray(object, depth, ray, &distance)) {
/* Is it the nearest intersection? */
if (distance < nearest_object_distance) {
- nearest_object = &scene->objects[i];
+ nearest_object = object;
nearest_object_distance = distance;
}
}
@@ -178,7 +184,7 @@ void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_frag
ray_camera_frame_begin(camera, fragment, &ray, &frame);
do {
do {
- *buf = ray_color_to_uint32_rgb(trace_ray(scene, &ray, 0));
+ *buf = ray_color_to_uint32_rgb(trace_ray(scene, NULL, &ray, 0));
buf++;
} while (ray_camera_frame_x_step(&frame));
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