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root/radiance/ray/src/rt/ray.h
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Comparing ray/src/rt/ray.h (file contents):
Revision 2.23 by greg, Fri Nov 5 17:36:55 2004 UTC vs.
Revision 2.30 by greg, Sat Dec 12 00:03:42 2009 UTC

# Line 14 | Line 14
14   extern "C" {
15   #endif
16  
17 + #ifndef RNUMBER
18 + #define RNUMBER         unsigned long   /* ray counter (>= sizeof pointer) */
19 + #endif
20 +
21   #define  MAXDIM         32      /* maximum number of dimensions */
22  
23                                  /* ray type flags */
# Line 28 | Line 32 | extern "C" {
32                                  /* reflected ray types */
33   #define  RAYREFL        (SHADOW|REFLECTED|AMBIENT|SPECULAR)
34  
35 + /* Arrange so double's come first for optimal alignment */
36 + /* Pointers and long's come second for 64-bit mode */
37 + /* Int's next (unknown length), then floats, followed by short's & char's */
38   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 */
35        short   rtype;          /* ray type */
36        short   crtype;         /* cumulative ray type */
37        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 */
41 >        RREAL   rmax;           /* maximum distance (aft clipping plane) */
42 >        RREAL   rot;            /* distance to object */
43 >        FVECT   rop;            /* intersection point */
44 >        FVECT   ron;            /* intersection surface normal */
45 >        RREAL   rod;            /* -DOT(rdir, ron) */
46 >        RREAL   uv[2];          /* local coordinates */
47 >        FVECT   pert;           /* surface normal perturbation */
48 >        RREAL   rt;             /* returned effective ray length */
49 >        const struct ray  *parent;      /* ray this originated from */
50          OBJECT  *clipset;       /* set of objects currently clipped */
51          OBJECT  *newcset;       /* next clipset, used for transmission */
52 <        void    (*revf)(struct ray *);  /* evaluation function for this ray */
52 >        void    (*revf)(struct ray *);  /* ray evaluation function */
53          void    (*hitf)(OBJECT *, struct ray *);        /* custom hit test */
46        OBJECT  robj;           /* intersected object number */
54          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) */
55          FULLXF  *rox;           /* object transformation */
56 <        RREAL   uv[2];          /* local coordinates */
57 <        FVECT   pert;           /* surface normal perturbation */
56 >        int     *slights;       /* list of lights to test for scattering */
57 >        RNUMBER rno;            /* unique ray number */
58 >        int     rlvl;           /* number of reflections for this ray */
59 >        int     rsrc;           /* source we're aiming for */
60 >        float   rweight;        /* cumulative weight (for termination) */
61 >        COLOR   rcoef;          /* contribution coefficient w.r.t. parent */
62          COLOR   pcol;           /* pattern color */
63 <        COLOR   rcol;           /* returned ray value */
57 <        double  rt;             /* returned effective ray length */
63 >        COLOR   rcol;           /* returned radiance value */
64          COLOR   cext;           /* medium extinction coefficient */
65          COLOR   albedo;         /* medium scattering albedo */
66          float   gecc;           /* scattering eccentricity coefficient */
67 <        int     *slights;       /* list of lights to test for scattering */
67 >        OBJECT  robj;           /* intersected object number */
68 >        short   rtype;          /* ray type */
69 >        short   crtype;         /* cumulative ray type */
70   }  RAY;
71  
72   #define  rayvalue(r)    (*(r)->revf)(r)
# Line 84 | Line 92 | extern int     ray_savesiz;    /* size of parameter save buff
92  
93   extern int      do_irrad;       /* compute irradiance? */
94  
95 + extern int      rand_samp;      /* pure Monte Carlo sampling? */
96 +
97   extern double   dstrsrc;        /* square source distribution */
98   extern double   shadthresh;     /* shadow threshold */
99   extern double   shadcert;       /* shadow testing certainty */
# Line 126 | Line 136 | extern int     ray_pnidle;     /* number of idle processes */
136  
137   typedef struct {                /* rendering parameter holder */
138          int     do_irrad;
139 +        int     rand_samp;
140          double  dstrsrc;
141          double  shadthresh;
142          double  shadcert;
# Line 191 | Line 202 | extern void    ray_pdone(int freall);
202   extern void     ray_popen(int nadd);
203   extern void     ray_pclose(int nsub);
204                                          /* defined in raytrace.c */
205 < extern int      rayorigin(RAY *r, RAY *ro, int rt, double rw);
205 > extern int      rayorigin(RAY *r, int rt, const RAY *ro, const COLOR rc);
206   extern void     rayclear(RAY *r);
207   extern void     raytrace(RAY *r);
208   extern void     rayhit(OBJECT *oset, RAY *r);
# Line 201 | Line 212 | extern int     rayshade(RAY *r, int mod);
212   extern void     rayparticipate(RAY *r);
213   extern void     raytexture(RAY *r, OBJECT mod);
214   extern int      raymixture(RAY *r, OBJECT fore, OBJECT back, double coef);
215 < extern double   raydist(RAY *r, int flags);
215 > extern void     raycontrib(double rc[3], const RAY *r, int flags);
216 > extern double   raydist(const RAY *r, int flags);
217   extern double   raynormal(FVECT norm, RAY *r);
218   extern void     newrayxf(RAY *r);
219   extern void     flipsurface(RAY *r);

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