#ifndef _RAY_OBJECT_H #define _RAY_OBJECT_H #include #include "ray_camera.h" #include "ray_object_light.h" #include "ray_object_plane.h" #include "ray_object_point.h" #include "ray_object_sphere.h" #include "ray_object_type.h" #include "ray_ray.h" #include "ray_surface.h" typedef union ray_object_t { ray_object_type_t type; ray_object_sphere_t sphere; ray_object_point_t point; ray_object_plane_t plane; ray_object_light_t light; } ray_object_t; /* Prepare an object for rendering. * 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, ray_camera_t *camera) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: return ray_object_sphere_prepare(&object->sphere, camera); case RAY_OBJECT_TYPE_POINT: return ray_object_point_prepare(&object->point, camera); case RAY_OBJECT_TYPE_PLANE: return ray_object_plane_prepare(&object->plane, camera); case RAY_OBJECT_TYPE_LIGHT: return ray_object_light_prepare(&object->light, camera); default: assert(0); } } /* 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, 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, depth, ray, res_distance); case RAY_OBJECT_TYPE_POINT: 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, depth, ray, res_distance); case RAY_OBJECT_TYPE_LIGHT: return ray_object_light_intersects_ray(&object->light, depth, ray, res_distance); default: assert(0); } } /* Return the surface normal of object @ point */ static inline ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: return ray_object_sphere_normal(&object->sphere, point); case RAY_OBJECT_TYPE_POINT: return ray_object_point_normal(&object->point, point); case RAY_OBJECT_TYPE_PLANE: return ray_object_plane_normal(&object->plane, point); case RAY_OBJECT_TYPE_LIGHT: return ray_object_light_normal(&object->light, point); default: assert(0); } } /* Return the surface of object @ point */ static inline ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point) { switch (object->type) { case RAY_OBJECT_TYPE_SPHERE: return ray_object_sphere_surface(&object->sphere, point); case RAY_OBJECT_TYPE_POINT: return ray_object_point_surface(&object->point, point); case RAY_OBJECT_TYPE_PLANE: return ray_object_plane_surface(&object->plane, point); case RAY_OBJECT_TYPE_LIGHT: return ray_object_light_surface(&object->light, point); default: assert(0); } } #endif