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root/radiance/ray/src/rt/ray.h
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Comparing ray/src/rt/ray.h (file contents):
Revision 2.25 by greg, Tue Apr 19 01:15:06 2005 UTC vs.
Revision 2.29 by greg, Fri Sep 23 19:04:53 2005 UTC

# Line 28 | Line 28 | extern "C" {
28                                  /* reflected ray types */
29   #define  RAYREFL        (SHADOW|REFLECTED|AMBIENT|SPECULAR)
30  
31 + /* Arrange so double's come first for optimal alignment */
32 + /* Pointers and long's come second for 64-bit mode */
33 + /* Int's next (unknown length), then floats, followed by short's & char's */
34   typedef struct ray {
32        unsigned long  rno;     /* unique ray number */
33        int     rlvl;           /* number of reflections for this ray */
34        float   rweight;        /* cumulative weight (for termination) */
35        COLOR   rcoef;          /* contribution coefficient w.r.t. parent */
36        short   rtype;          /* ray type */
37        short   crtype;         /* cumulative ray type */
38        const struct ray  *parent;      /* ray this originated from */
35          FVECT   rorg;           /* origin of ray */
36          FVECT   rdir;           /* normalized direction of ray */
37 <        double  rmax;           /* maximum distance (aft clipping plane) */
38 <        int     rsrc;           /* source we're aiming for */
37 >        RREAL   rmax;           /* maximum distance (aft clipping plane) */
38 >        RREAL   rot;            /* distance to object */
39 >        FVECT   rop;            /* intersection point */
40 >        FVECT   ron;            /* intersection surface normal */
41 >        RREAL   rod;            /* -DOT(rdir, ron) */
42 >        RREAL   uv[2];          /* local coordinates */
43 >        FVECT   pert;           /* surface normal perturbation */
44 >        RREAL   rt;             /* returned effective ray length */
45 >        const struct ray  *parent;      /* ray this originated from */
46          OBJECT  *clipset;       /* set of objects currently clipped */
47          OBJECT  *newcset;       /* next clipset, used for transmission */
48 +        void    (*revf)(struct ray *);  /* ray evaluation function */
49          void    (*hitf)(OBJECT *, struct ray *);        /* custom hit test */
46        OBJECT  robj;           /* intersected object number */
50          OBJREC  *ro;            /* intersected object (one with material) */
48        double  rot;            /* distance to object */
49        FVECT   rop;            /* intersection point */
50        FVECT   ron;            /* intersection surface normal */
51        double  rod;            /* -DOT(rdir, ron) */
51          FULLXF  *rox;           /* object transformation */
52 <        RREAL   uv[2];          /* local coordinates */
53 <        FVECT   pert;           /* surface normal perturbation */
52 >        int     *slights;       /* list of lights to test for scattering */
53 >        unsigned long  rno;     /* unique ray number */
54 >        int     rlvl;           /* number of reflections for this ray */
55 >        int     rsrc;           /* source we're aiming for */
56 >        float   rweight;        /* cumulative weight (for termination) */
57 >        COLOR   rcoef;          /* contribution coefficient w.r.t. parent */
58          COLOR   pcol;           /* pattern color */
59          COLOR   rcol;           /* returned radiance value */
57        double  rt;             /* returned effective ray length */
60          COLOR   cext;           /* medium extinction coefficient */
61          COLOR   albedo;         /* medium scattering albedo */
62          float   gecc;           /* scattering eccentricity coefficient */
63 <        int     *slights;       /* list of lights to test for scattering */
63 >        OBJECT  robj;           /* intersected object number */
64 >        short   rtype;          /* ray type */
65 >        short   crtype;         /* cumulative ray type */
66   }  RAY;
67  
68 + #define  rayvalue(r)    (*(r)->revf)(r)
69 +
70   extern char  VersionID[];       /* Radiance version ID string */
71  
72   extern CUBE     thescene;       /* our scene */
# Line 82 | Line 88 | extern int     ray_savesiz;    /* size of parameter save buff
88  
89   extern int      do_irrad;       /* compute irradiance? */
90  
91 + extern int      rand_samp;      /* pure Monte Carlo sampling? */
92 +
93   extern double   dstrsrc;        /* square source distribution */
94   extern double   shadthresh;     /* shadow threshold */
95   extern double   shadcert;       /* shadow testing certainty */
# Line 124 | Line 132 | extern int     ray_pnidle;     /* number of idle processes */
132  
133   typedef struct {                /* rendering parameter holder */
134          int     do_irrad;
135 +        int     rand_samp;
136          double  dstrsrc;
137          double  shadthresh;
138          double  shadcert;
# Line 191 | Line 200 | extern void    ray_pclose(int nsub);
200                                          /* defined in raytrace.c */
201   extern int      rayorigin(RAY *r, int rt, const RAY *ro, const COLOR rc);
202   extern void     rayclear(RAY *r);
203 < extern void     rayvalue(RAY *r);
203 > extern void     raytrace(RAY *r);
204   extern void     rayhit(OBJECT *oset, RAY *r);
205   extern void     raycont(RAY *r);
206   extern void     raytrans(RAY *r);
# Line 199 | Line 208 | extern int     rayshade(RAY *r, int mod);
208   extern void     rayparticipate(RAY *r);
209   extern void     raytexture(RAY *r, OBJECT mod);
210   extern int      raymixture(RAY *r, OBJECT fore, OBJECT back, double coef);
211 < extern void     raycontrib(COLOR rc, const RAY *r, int flags);
211 > extern void     raycontrib(double rc[3], const RAY *r, int flags);
212   extern double   raydist(const RAY *r, int flags);
213   extern double   raynormal(FVECT norm, RAY *r);
214   extern void     newrayxf(RAY *r);

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