22 |
|
|
23 |
|
long nrays = 0L; /* number of rays traced */ |
24 |
|
|
25 |
< |
#define MAXLOOP 1024 /* modifier loop detection */ |
25 |
> |
#define MAXLOOP 128 /* modifier loop detection */ |
26 |
|
|
27 |
|
#define RAYHIT (-1) /* return value for intercepted ray */ |
28 |
|
|
64 |
|
|
65 |
|
|
66 |
|
rayvalue(r) /* compute a ray's value */ |
67 |
< |
register RAY *r; |
67 |
> |
RAY *r; |
68 |
|
{ |
69 |
|
extern int (*trace)(); |
70 |
|
|
71 |
|
if (localhit(r, &thescene) || sourcehit(r)) |
72 |
< |
rayshade(r, r->ro->omod); |
72 |
> |
raycont(r); |
73 |
|
|
74 |
|
if (trace != NULL) |
75 |
|
(*trace)(r); /* trace execution */ |
76 |
|
} |
77 |
|
|
78 |
|
|
79 |
+ |
raycont(r) /* check for clipped object and continue */ |
80 |
+ |
register RAY *r; |
81 |
+ |
{ |
82 |
+ |
if (r->clipset != NULL && inset(r->clipset, r->ro->omod)) |
83 |
+ |
raytrans(r); |
84 |
+ |
else |
85 |
+ |
rayshade(r, r->ro->omod); |
86 |
+ |
} |
87 |
+ |
|
88 |
+ |
|
89 |
|
raytrans(r) /* transmit ray as is */ |
90 |
< |
RAY *r; |
90 |
> |
register RAY *r; |
91 |
|
{ |
92 |
|
RAY tr; |
93 |
|
|
105 |
|
{ |
106 |
|
static int depth = 0; |
107 |
|
register OBJREC *m; |
98 |
– |
/* check for clipped surface */ |
99 |
– |
if (r->clipset != NULL && r->rot < FHUGE && |
100 |
– |
inset(r->clipset, mod)) { |
101 |
– |
raytrans(r); |
102 |
– |
return; |
103 |
– |
} |
108 |
|
/* check for infinite loop */ |
109 |
|
if (depth++ >= MAXLOOP) |
110 |
|
objerror(r->ro, USER, "possible modifier loop"); |
210 |
|
* still fraught with problems since reflected rays and similar |
211 |
|
* directions calculated from the surface normal may spawn rays behind |
212 |
|
* the surface. The only solution is to curb textures at high |
213 |
< |
* incidence (Rdot << 1). |
213 |
> |
* incidence (namely, keep DOT(rdir,pert) < Rdot). |
214 |
|
*/ |
215 |
|
|
216 |
|
for (i = 0; i < 3; i++) |