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#ifndef _RAY_RENDER_OBJECT_PLANE_H
#define _RAY_RENDER_OBJECT_PLANE_H
#include "ray_3f.h"
#include "ray_camera.h"
#include "ray_object_plane.h"
#include "ray_object_type.h"
#include "ray_ray.h"
#include "ray_surface.h"
typedef struct ray_render_object_plane_t {
ray_object_plane_t object;
float primary_dot_plus;
} ray_render_object_plane_t;
static ray_render_object_plane_t ray_render_object_plane_prepare(const ray_object_plane_t *plane, const ray_camera_t *camera)
{
ray_render_object_plane_t prepared = { .object = *plane };
prepared.primary_dot_plus = ray_3f_dot(&plane->normal, &camera->position) + plane->distance;
return prepared;
}
static inline int ray_render_object_plane_intersects_ray(ray_render_object_plane_t *plane, unsigned depth, ray_ray_t *ray, float *res_distance)
{
float d = ray_3f_dot(&plane->object.normal, &ray->direction);
if (d < 0.0f) {
float distance = plane->primary_dot_plus;
if (depth)
distance = (ray_3f_dot(&plane->object.normal, &ray->origin) + plane->object.distance);
distance /= -d;
if (distance > 0.0f) {
*res_distance = distance;
return 1;
}
}
return 0;
}
static inline ray_3f_t ray_render_object_plane_normal(ray_render_object_plane_t *plane, ray_3f_t *point)
{
return plane->object.normal;
}
static inline ray_surface_t ray_render_object_plane_surface(ray_render_object_plane_t *plane, ray_3f_t *point)
{
return plane->object.surface;
}
#endif
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