/* * 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 */