54 lines
No EOL
1.3 KiB
GLSL
54 lines
No EOL
1.3 KiB
GLSL
#include "../ray.glsl"
|
|
|
|
/*
|
|
contributors: Patricio Gonzalez Vivo
|
|
description: Creates a new Ray asigning origin and direction
|
|
use:
|
|
- rayNew(inout <Ray> ray, [<vec3> origin, <vec3> direction])
|
|
- <Ray> rayNew(<vec3> origin, [<vec3> direction])
|
|
license:
|
|
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
|
|
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
|
|
*/
|
|
|
|
#ifndef FNC_RAYNEW
|
|
#define FNC_RAYNEW
|
|
|
|
void rayNew(inout Ray ray, vec3 origin, vec3 direction) {
|
|
ray.origin = origin;
|
|
ray.direction = direction;
|
|
}
|
|
|
|
void rayNew(inout Ray ray, vec3 origin) {
|
|
rayNew(ray, origin, vec3(0.0, 0.0, 1.0));
|
|
}
|
|
|
|
void rayNew(inout Ray ray) {
|
|
rayNew(ray, vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0));
|
|
}
|
|
|
|
Ray rayNew(vec3 origin, vec3 direction) {
|
|
Ray ray;
|
|
ray.origin = vec3(0.0, 0.0, 0.0);
|
|
ray.direction = vec3(0.0, 0.0, 1.0);
|
|
rayNew(ray, origin, direction);
|
|
return ray;
|
|
}
|
|
|
|
Ray rayNew(vec3 origin) {
|
|
Ray ray;
|
|
ray.origin = vec3(0.0, 0.0, 0.0);
|
|
ray.direction = vec3(0.0, 0.0, 1.0);
|
|
rayNew(ray, origin);
|
|
return ray;
|
|
}
|
|
|
|
Ray rayNew() {
|
|
Ray ray;
|
|
ray.origin = vec3(0.0, 0.0, 0.0);
|
|
ray.direction = vec3(0.0, 0.0, 1.0);
|
|
rayNew(ray);
|
|
return ray;
|
|
}
|
|
|
|
#endif |