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#include "scene.h"
#include <stdlib.h>
#include <string.h>
static inline void link_object(space_t *s, object_t *o)
{
if (s) {
o->next = s->objects;
s->objects = o;
} else {
o->next = 0;
}
}
container_t *container_init(container_t *c, unsigned objs, unsigned mats, unsigned ligs)
{
c->obj_index = c->mat_index = c->lig_index = 0;
c->obj_cap = objs;
c->mat_cap = mats;
c->lig_cap = ligs;
return c;
}
space_t *container_prepare_space(container_t *c)
{
memset(&c->space, 0, sizeof(space_t));
return &c->space;
}
// Finds the next empty object_t space
// Return NULL if full
static inline object_t *container_obj_space(container_t *cont)
{
if (cont->obj_index >= cont->obj_cap) {
fprintf(stderr, "Could not create object, because container is full\n");
return NULL;
}
// Find a nice spot in the content blob
return &((object_t *) cont->content)[cont->obj_index++];
}
static inline material_t *container_mat_space(container_t *cont)
{
if (cont->mat_index >= cont->mat_cap) {
fprintf(stderr, "Could not create material, because container is full\n");
return NULL;
}
// Find a nice spot in the content blob.
// Remember to jump over objects
return &((material_t *) (
cont->content +
sizeof(object_t) * cont->obj_cap
))[cont->mat_index++];
}
static inline light_t *container_lig_space(container_t *cont)
{
if (cont->lig_index >= cont->lig_cap) {
fprintf(stderr, "Could not create light, because container is full\n");
return NULL;
}
// Find a nice spot in the content blob.
// Remember to jump over objects and materials
return &((light_t *) (
cont->content +
sizeof(object_t) * cont->obj_cap +
sizeof(material_t) * cont->mat_cap
))[cont->lig_index++];
}
object_t *add_object(container_t *cont, unsigned type)
{
object_t *o = container_obj_space(cont);
if (!o) {
return NULL;
}
// Fill out the data
o->type = type;
// Link to the linked list
link_object(&cont->space, o);
return o;
}
light_t *add_light(container_t *cont, unsigned type)
{
light_t *o = container_lig_space(cont);
if (!o) {
return NULL;
}
o->type = type;
space_t *s = &cont->space;
if (s) {
o->next = s->lights;
s->lights = o;
} else {
o->next = NULL;
}
return o;
}
// It's alot easier to set the stuff outside of this function
material_t *add_material(container_t *cont)
{
material_t *m = container_mat_space(cont);
memset(m, 0, sizeof(material_t));
return m;
}
void obj_norm_at(object_t *o, vector_t *dest, vector_t *point, vector_t *direction)
{
switch(o->type) {
case TYPE_SPHERE:
vector_sub(dest, point, &o->sph.center);
vector_scale_inv(dest, dest, vector_len(dest));
break;
case TYPE_PLANE:
// Calculate if the point is in front
vector_scale(dest, &o->pl.norm, (vector_dot(direction, &o->pl.norm) > 0) ? -1 : 1);
break;
}
return;
}
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