From cbc6c0eaf45a7ede48465d1f6d6f7e24c14bd9ce Mon Sep 17 00:00:00 2001 From: Vito Caputo Date: Fri, 2 Jun 2017 11:00:36 -0700 Subject: ray: plumb depth and camera to objects 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. --- src/modules/ray/ray_object.h | 21 +++++++++++---------- 1 file changed, 11 insertions(+), 10 deletions(-) (limited to 'src/modules/ray/ray_object.h') diff --git a/src/modules/ray/ray_object.h b/src/modules/ray/ray_object.h index f4c3225..f882e86 100644 --- a/src/modules/ray/ray_object.h +++ b/src/modules/ray/ray_object.h @@ -3,6 +3,7 @@ #include +#include "ray_camera.h" #include "ray_object_light.h" #include "ray_object_plane.h" #include "ray_object_point.h" @@ -25,20 +26,20 @@ typedef union ray_object_t { * 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 void ray_object_prepare(ray_object_t *object) +static inline void ray_object_prepare(ray_object_t *object, ray_camera_t *camera) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: - return ray_object_sphere_prepare(&object->sphere); + return ray_object_sphere_prepare(&object->sphere, camera); case RAY_OBJECT_TYPE_POINT: - return ray_object_point_prepare(&object->point); + return ray_object_point_prepare(&object->point, camera); case RAY_OBJECT_TYPE_PLANE: - return ray_object_plane_prepare(&object->plane); + return ray_object_plane_prepare(&object->plane, camera); case RAY_OBJECT_TYPE_LIGHT: - return ray_object_light_prepare(&object->light); + return ray_object_light_prepare(&object->light, camera); default: assert(0); } @@ -48,20 +49,20 @@ static inline void ray_object_prepare(ray_object_t *object) /* 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_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance) +static inline int ray_object_intersects_ray(ray_object_t *object, unsigned depth, ray_ray_t *ray, float *res_distance) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: - return ray_object_sphere_intersects_ray(&object->sphere, ray, res_distance); + return ray_object_sphere_intersects_ray(&object->sphere, depth, ray, res_distance); case RAY_OBJECT_TYPE_POINT: - return ray_object_point_intersects_ray(&object->point, ray, res_distance); + return ray_object_point_intersects_ray(&object->point, depth, ray, res_distance); case RAY_OBJECT_TYPE_PLANE: - return ray_object_plane_intersects_ray(&object->plane, ray, res_distance); + return ray_object_plane_intersects_ray(&object->plane, depth, ray, res_distance); case RAY_OBJECT_TYPE_LIGHT: - return ray_object_light_intersects_ray(&object->light, ray, res_distance); + return ray_object_light_intersects_ray(&object->light, depth, ray, res_distance); default: assert(0); } -- cgit v1.2.1