Example #1
0
File: cone.c Project: Julow/rtv1
static void		load_intersect(bool base, bool out, float dist,
					t_vertex const *ray, t_intersect *intersect)
{
	intersect->dist = dist;
	intersect->pos = VEC3_ADD(ray->pos, VEC3_MUL1(ray->dir, dist));
	if (base)
		intersect->norm = VEC3(0, 0, 1.f);
	else
		intersect->norm = ft_vec3norm(VEC3_Z(intersect->pos, -intersect->pos.z));
	if (out)
		intersect->norm = VEC3_SUB(VEC3_0(), intersect->norm);
	if (base)
		intersect->tex = VEC2(intersect->pos.x, intersect->pos.y);
	else
		intersect->tex = VEC2(intersect->norm.z, intersect->norm.y / 2.f + 0.5f);
}
Example #2
0
void CamGetRay(const struct Camera *cam, const double *screen_uv,
		double time, struct Ray *ray)
{
	const struct Transform *transform_interp = get_interpolated_transform(cam, time);
	double target[3] = {0, 0, 0};
	double eye[3] = {0, 0, 0};

	compute_ray_target(cam, screen_uv, target);
	XfmTransformPoint(transform_interp, target);
	XfmTransformPoint(transform_interp, eye);

	VEC3_SUB(ray->dir, target, eye);
	VEC3_NORMALIZE(ray->dir);
	VEC3_COPY(ray->orig, eye);

	ray->tmin = cam->znear;
	ray->tmax = cam->zfar;
}