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/*
* rendercore_ext.h
*
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* The Original Code is: all of this file.
* Contributor(s): none yet.
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef RENDERCORE_H
#define RENDERCORE_H
#include "render_types.h"
/* vector defines */
#define CROSS(dest, a, b) dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
#define VECMUL(dest, f) dest[0]*= f; dest[1]*= f; dest[2]*= f
struct HaloRen;
struct ShadeInput;
struct ShadeResult;
struct World;
/* ------------------------------------------------------------------------- */
/* to make passing on variables to shadepixel() easier */
typedef struct ShadePixelInfo {
int thread;
int layflag, passflag;
unsigned int lay;
ShadeResult shr;
} ShadePixelInfo;
typedef struct PixStr
{
struct PixStr *next;
int facenr, z;
unsigned short mask;
short shadfac;
} PixStr;
typedef struct PixStrMain
struct PixStrMain *next, *prev;
struct PixStr *ps;
int counter;
} PixStrMain;
void calc_view_vector(float *view, float x, float y);
float mistfactor(float zcor, float *co); /* dist and height, return alpha */
void add_halo_flare(Render *re);
void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
void shade_color(struct ShadeInput *shi, ShadeResult *shr);
void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
void calc_R_ref(struct ShadeInput *shi);
/* for nodes */
void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void zbufshade(void);
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
void *shadepixel(ShadePixelInfo *shpi, float x, float y, int z, volatile int facenr, int mask, float *rco);
int count_mask(unsigned short mask);
void zbufshade_tile(struct RenderPart *pa);
void zbufshadeDA_tile(struct RenderPart *pa);
/* -------- ray.c ------- */
extern void freeoctree(Render *re);
extern void makeoctree(Render *re);
extern void ray_shadow(ShadeInput *, LampRen *, float *);
extern void ray_trace(ShadeInput *, ShadeResult *);
extern void ray_ao(ShadeInput *, float *);
extern void init_jitter_plane(LampRen *lar);
extern void init_ao_sphere(struct World *wrld);
#endif /* RENDER_EXT_H */