Age | Commit message (Collapse) | Author |
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ray:object intersection coordinates were incorrectly being computed
relative to the ray origin using a subtraction instead of addition, a
silly mistake with surprisingly acceptable results. Those results
were a result of other minor complementary mistakes compensating to
produce reasonable looking results.
In the course of experimenting with an acceleration data structure it
became very apparent that 3d space traversal vectors were not behaving
as intended, leading to review and correction of this code.
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Small speedup, I personally find the code cleaner this way too.
Everything in the hot path should now be inlined, no function calls.
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This gets rid of some computation on the primary ray:plane intersection tests
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To enable prepare to precompute aspects of primary rays which all have a
common origin at the camera, bring the camera to ray_object*_prepare() and
bring the depth to ray_object*_intersects_ray() for primary ray detection.
This is only scaffolding, functionally unchanged.
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Just embed a _prepared struct in the object where precomputed stuff can be
cached. Gets called once before rendering, which ends up calling the
object-specific ray_object_$type_prepare() methods per object.
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We should only consider dot products > 0 as intersected, or >= something
very close to 0 (epsilon).
As-is resulted in planes moving with camera movement along the plane normal
axis.
Also fixes plane distance to be non-negative in the current scene.
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Restoring some organizational sanity since adopting autotools.
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