Update c_cpp_aliases
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@ -1 +1 @@
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Subproject commit f95f3aa499910286876c1f2cdceea8146ebcf7b1
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Subproject commit 9f2e22e6cfd3e90b155110f1914f46494a3b0e7c
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@ -7,22 +7,22 @@
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#define SPECULAR_EPSILON 0.001f
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#define REFLECTIVE_EPSILON 0.1f
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INTERNAL intersection_t find_closest_intersection(vec3f_t origin,
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internal intersection_t find_closest_intersection(vec3f_t origin,
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vec3f_t direction, f32 t_min,
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f32 t_max,
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const scene_t *scene);
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INTERNAL solutions_t ray_intersects_sphere(vec3f_t origin, vec3f_t direction,
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internal solutions_t ray_intersects_sphere(vec3f_t origin, vec3f_t direction,
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sphere_t sphere);
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INTERNAL f32 compute_lighting(vec3f_t position, vec3f_t surface_normal,
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internal f32 compute_lighting(vec3f_t position, vec3f_t surface_normal,
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vec3f_t view_vector, f32 specular_exponent,
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const scene_t *scene);
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INTERNAL f32 light_diffuse(f32 light_intensity, vec3f_t light_direction,
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internal f32 light_diffuse(f32 light_intensity, vec3f_t light_direction,
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vec3f_t surface_normal);
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INTERNAL f32 light_specular(f32 light_intensity, vec3f_t light_direction,
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internal f32 light_specular(f32 light_intensity, vec3f_t light_direction,
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vec3f_t surface_normal, vec3f_t view_vector,
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f32 specular_exponent);
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INTERNAL vec3f_t reflect_ray(vec3f_t light_direction, vec3f_t surface_normal);
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INTERNAL f32 cos_angle_between_vectors(vec3f_t v1, vec3f_t v2);
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internal vec3f_t reflect_ray(vec3f_t light_direction, vec3f_t surface_normal);
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internal f32 cos_angle_between_vectors(vec3f_t v1, vec3f_t v2);
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colour_t trace_ray(vec3f_t origin, vec3f_t direction, f32 t_min, f32 t_max,
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const scene_t *scene, colour_t default_colour,
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@ -67,12 +67,12 @@ colour_t trace_ray(vec3f_t origin, vec3f_t direction, f32 t_min, f32 t_max,
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return colour_add_colour(local_colour, reflected_colour);
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}
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INTERNAL intersection_t find_closest_intersection(vec3f_t origin,
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internal intersection_t find_closest_intersection(vec3f_t origin,
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vec3f_t direction, f32 t_min,
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f32 t_max,
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const scene_t *scene) {
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f32 closest_t = INFINITY;
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sphere_t *closest_sphere = NULL;
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const sphere_t *closest_sphere = NULL;
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for (u32 i = 0; i < scene->spheres_count; ++i) {
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solutions_t solutions =
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@ -94,7 +94,7 @@ INTERNAL intersection_t find_closest_intersection(vec3f_t origin,
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return (intersection_t){closest_t, closest_sphere};
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}
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INTERNAL solutions_t ray_intersects_sphere(vec3f_t origin, vec3f_t direction,
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internal solutions_t ray_intersects_sphere(vec3f_t origin, vec3f_t direction,
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sphere_t sphere) {
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f32 r = sphere.radius;
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vec3f_t CO = vec_sub(vec3f_t, origin, sphere.centre);
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@ -114,7 +114,7 @@ INTERNAL solutions_t ray_intersects_sphere(vec3f_t origin, vec3f_t direction,
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return (solutions_t){t1, t2};
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}
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INTERNAL f32 compute_lighting(vec3f_t position, vec3f_t surface_normal,
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internal f32 compute_lighting(vec3f_t position, vec3f_t surface_normal,
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vec3f_t view_vector, f32 specular_exponent,
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const scene_t *scene) {
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f32 I = 0.0f;
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@ -160,13 +160,13 @@ INTERNAL f32 compute_lighting(vec3f_t position, vec3f_t surface_normal,
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return I;
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}
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INTERNAL f32 light_diffuse(f32 light_intensity, vec3f_t light_direction,
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internal f32 light_diffuse(f32 light_intensity, vec3f_t light_direction,
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vec3f_t surface_normal) {
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return light_intensity *
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cos_angle_between_vectors(light_direction, surface_normal);
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}
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INTERNAL f32 light_specular(f32 light_intensity, vec3f_t light_direction,
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internal f32 light_specular(f32 light_intensity, vec3f_t light_direction,
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vec3f_t surface_normal, vec3f_t view_vector,
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f32 specular_exponent) {
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vec3f_t R = reflect_ray(light_direction, surface_normal);
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@ -175,7 +175,7 @@ INTERNAL f32 light_specular(f32 light_intensity, vec3f_t light_direction,
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powf(cos_angle_between_vectors(R, view_vector), specular_exponent);
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}
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INTERNAL vec3f_t reflect_ray(vec3f_t light_direction, vec3f_t surface_normal) {
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internal vec3f_t reflect_ray(vec3f_t light_direction, vec3f_t surface_normal) {
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vec3f_t _2N = vec_mul_num(vec3f_t, surface_normal, 2.0f);
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f32 dot_product = vec_dot(vec3f_t, light_direction, surface_normal);
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@ -184,7 +184,7 @@ INTERNAL vec3f_t reflect_ray(vec3f_t light_direction, vec3f_t surface_normal) {
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return vec_sub(vec3f_t, _2N_mul_dot, light_direction);
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}
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INTERNAL f32 cos_angle_between_vectors(vec3f_t v1, vec3f_t v2) {
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internal f32 cos_angle_between_vectors(vec3f_t v1, vec3f_t v2) {
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f32 dot_product = vec_dot(vec3f_t, v1, v2);
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if (dot_product < 0.0f) {
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