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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
* The Original Code is: all of this file.
* Contributor(s): none yet.
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RENDERDATABASE_H
#define RENDERDATABASE_H
struct Object;
struct VlakRen;
struct VertRen;
struct HaloRen;
struct Material;
struct Render;
#define RE_QUAD_MASK 0x7FFFFFF
#define RE_QUAD_OFFS 0x8000000
/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
typedef struct VertTableNode {
struct VertRen *vert;
float *rad;
float *sticky;
float *strand;
float *tangent;
float *stress;
float *winspeed;
} VertTableNode;
/* renderdatabase.c */
void free_renderdata_tables(struct Render *re);
void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
void set_normalflags(Render *re);
void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, float xoffs);
/* functions are not exported... so wrong names */
struct VlakRen *RE_findOrAddVlak(struct Render *re, int nr);
struct VertRen *RE_findOrAddVert(struct Render *re, int nr);
struct HaloRen *RE_findOrAddHalo(struct Render *re, int nr);
struct HaloRen *RE_inithalo(struct Render *re, struct Material *ma, float *vec, float *vec1, float *orco, float hasize,
float vectsize, int seed);
void RE_addRenderObject(struct Render *re, struct Object *ob, struct Object *par, int index, int sve, int eve, int sfa, int efa);
float *RE_vertren_get_sticky(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_stress(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_rad(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_strand(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_winspeed(struct Render *re, struct VertRen *ver, int verify);
VertRen *RE_vertren_copy(struct Render *re, struct VertRen *ver);
/* haloren->type: flags */
#define HA_ONLYSKY 1
#define HA_VECT 2
#define HA_XALPHA 4
#define HA_FLARECIRC 8
/* convertblender.c */
void init_render_world(Render *re);
void RE_Database_FromScene_Vectors(Render *re, struct Scene *sce);
#endif /* RENDERDATABASE_H */