/* * 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