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/*
* pixelshading.h
*
* These functions determine what actual colour a pixel will have.
* $Id$
* ***** 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 PIXELSHADING_H
#define PIXELSHADING_H
#include "render.h"
#include "vanillaRenderPipe_types.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
void *renderPixel(float x, float y, int *t, int mask);
void *renderHaloPixel(float x, float y, int haloNr) ;
void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
void shadeHaloFloat(HaloRen *har,
float *col, unsigned int zz,
float dist, float xn,
float yn, short flarec);
* Get the sky blending mode.
enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
* Render the sky at pixel (x, y).
void renderSkyPixelFloat(float x, float y);
/* used by shadeSkyPixel: */
void shadeSkyPixelFloat(float y, float *view);
void renderSpotHaloPixel(float x, float y, float *target);
void shadeSkyPixel(float fx, float fy);
void fillBackgroundImage(float x, float y);
/* ------------------------------------------------------------------------- */
#endif