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/*
* ***** BEGIN GPL 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.
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
* Contributor(s): 2004-2006, Blender Foundation, full recode
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/include/pixelshading.h
* \ingroup render
* These functions determine what actual color a pixel will have.
#ifndef __PIXELSHADING_H__
#define __PIXELSHADING_H__
/**
* Render the pixel at (x,y) for object ap. Apply the jitter mask.
* Output is given in float collector[4]. The type vector:
* t[0] - min. distance
* t[1] - face/halo index
* t[2] - jitter mask
* t[3] - type ZB_POLY or ZB_HALO
* t[4] - max. distance
* mask is pixel coverage in bits
* \return pointer to the object
int shadeHaloFloat(HaloRen *har,
float *col, int zz,
float dist, float xn,
float yn, short flarec);
* Render the sky at pixel (x, y).
void shadeSkyPixel(float collector[4], float fx, float fy, short thread);
void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread);
void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy, float distance);
void shadeSunView(float col_r[3], const float view[3]);
/* ------------------------------------------------------------------------- */
#endif