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#ifndef _RAY_OBJECT_LIGHT_H
#define _RAY_OBJECT_LIGHT_H
#include <assert.h>
#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_scene.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
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