#ifndef _RAY_OBJECT_LIGHT_H #define _RAY_OBJECT_LIGHT_H #include #include "ray_light_emitter.h" #include "ray_object_light.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 struct ray_object_light_t { ray_object_type_t type; float brightness; ray_light_emitter_t emitter; } ray_object_light_t; /* TODO: point is really the only one I've implemented... */ static inline int ray_object_light_intersects_ray(ray_object_light_t *light, ray_ray_t *ray, float *res_distance) { switch (light->emitter.type) { case RAY_LIGHT_EMITTER_TYPE_POINT: return ray_object_point_intersects_ray(&light->emitter.point, ray, res_distance); case RAY_LIGHT_EMITTER_TYPE_SPHERE: return ray_object_sphere_intersects_ray(&light->emitter.sphere, ray, res_distance); default: assert(0); } } static inline ray_3f_t ray_object_light_normal(ray_object_light_t *light, ray_3f_t *point) { ray_3f_t normal; /* TODO */ switch (light->emitter.type) { case RAY_LIGHT_EMITTER_TYPE_SPHERE: return normal; case RAY_LIGHT_EMITTER_TYPE_POINT: return normal; default: assert(0); } } static inline ray_surface_t ray_object_light_surface(ray_object_light_t *light, ray_3f_t *point) { switch (light->emitter.type) { case RAY_LIGHT_EMITTER_TYPE_SPHERE: return ray_object_sphere_surface(&light->emitter.sphere, point); case RAY_LIGHT_EMITTER_TYPE_POINT: return ray_object_point_surface(&light->emitter.point, point); default: assert(0); } } #endif