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root/radiance/ray/src/rt/ray.h
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Comparing ray/src/rt/ray.h (file contents):
Revision 2.24 by greg, Fri Apr 15 04:44:51 2005 UTC vs.
Revision 2.27 by greg, Mon Jun 13 20:07:56 2005 UTC

# Line 31 | Line 31 | extern "C" {
31   typedef struct ray {
32          unsigned long  rno;     /* unique ray number */
33          int     rlvl;           /* number of reflections for this ray */
34 <        float   rweight;        /* cumulative weight of 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 <        struct ray  *parent;    /* ray this originated from */
38 >        const struct ray  *parent;      /* ray this originated from */
39          FVECT   rorg;           /* origin of ray */
40          FVECT   rdir;           /* normalized direction of ray */
41          double  rmax;           /* maximum distance (aft clipping plane) */
42          int     rsrc;           /* source we're aiming for */
43          OBJECT  *clipset;       /* set of objects currently clipped */
44          OBJECT  *newcset;       /* next clipset, used for transmission */
45 +        void    (*revf)(struct ray *);  /* ray evaluation function */
46          void    (*hitf)(OBJECT *, struct ray *);        /* custom hit test */
47          OBJECT  robj;           /* intersected object number */
48          OBJREC  *ro;            /* intersected object (one with material) */
# Line 60 | Line 62 | typedef struct ray {
62          int     *slights;       /* list of lights to test for scattering */
63   }  RAY;
64  
65 + #define  rayvalue(r)    (*(r)->revf)(r)
66 +
67   extern char  VersionID[];       /* Radiance version ID string */
68  
69   extern CUBE     thescene;       /* our scene */
# Line 81 | Line 85 | extern int     ray_savesiz;    /* size of parameter save buff
85  
86   extern int      do_irrad;       /* compute irradiance? */
87  
88 + extern int      rand_samp;      /* pure Monte Carlo sampling? */
89 +
90   extern double   dstrsrc;        /* square source distribution */
91   extern double   shadthresh;     /* shadow threshold */
92   extern double   shadcert;       /* shadow testing certainty */
# Line 123 | Line 129 | extern int     ray_pnidle;     /* number of idle processes */
129  
130   typedef struct {                /* rendering parameter holder */
131          int     do_irrad;
132 +        int     rand_samp;
133          double  dstrsrc;
134          double  shadthresh;
135          double  shadcert;
# Line 188 | Line 195 | extern void    ray_pdone(int freall);
195   extern void     ray_popen(int nadd);
196   extern void     ray_pclose(int nsub);
197                                          /* defined in raytrace.c */
198 < extern int      rayorigin(RAY *r, RAY *ro, int rt, double rw);
198 > extern int      rayorigin(RAY *r, int rt, const RAY *ro, const COLOR rc);
199   extern void     rayclear(RAY *r);
200 < extern void     rayvalue(RAY *r);
200 > extern void     raytrace(RAY *r);
201   extern void     rayhit(OBJECT *oset, RAY *r);
202   extern void     raycont(RAY *r);
203   extern void     raytrans(RAY *r);
# Line 198 | Line 205 | extern int     rayshade(RAY *r, int mod);
205   extern void     rayparticipate(RAY *r);
206   extern void     raytexture(RAY *r, OBJECT mod);
207   extern int      raymixture(RAY *r, OBJECT fore, OBJECT back, double coef);
208 < extern double   raydist(RAY *r, int flags);
208 > extern void     raycontrib(COLOR rc, const RAY *r, int flags);
209 > extern double   raydist(const RAY *r, int flags);
210   extern double   raynormal(FVECT norm, RAY *r);
211   extern void     newrayxf(RAY *r);
212   extern void     flipsurface(RAY *r);

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