/** * $Id$ * * ***** 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 ***** * Interface to transform the Blender scene into renderable data. */ #ifndef RENDER_H #define RENDER_H /* ------------------------------------------------------------------------- */ /* This little preamble might be moved to a separate include. It contains */ /* some defines that should become functions, and some platform dependency */ /* fixes. I think it is risky to always include it... */ /* ------------------------------------------------------------------------- */ #ifdef __cplusplus extern "C" { #endif /* ------------------------------------------------------------------------- */ /* Types */ /* Both external and internal types can be placed here. Make sure there are */ /* no dirty extras in the type files so they can be included without */ /* problems. If possible, make a note why the include is needed. */ /* ------------------------------------------------------------------------- */ #include "render_types.h" /* ------------------------------------------------------------------------- */ /* Global variables */ /* These variable are global to the render module, and also externally */ /* visible. The file where they are defined must be added. */ /* ------------------------------------------------------------------------- */ extern RE_Render R; /* rendercore.c */ extern unsigned short *igamtab1; /* initrender.c */ extern unsigned short *gamtab; /* initrender.c */ struct View3D; /* ------------------------------------------------------------------------- */ /* Function definitions */ /* */ /* All functions that need to be externally visible must be declared here. */ /* Currently, this interface contains 38 functions and 11 callbacks. */ /* ------------------------------------------------------------------------- */ /* ------------------------------------------------------------------------- */ /* shadbuf.c (1) */ /* ------------------------------------------------------------------------- */ /* only for renderconvertor */ void RE_initshadowbuf(struct LampRen *lar, float mat[][4]); /* ------------------------------------------------------------------------- */ /* initrender (9) */ /* ------------------------------------------------------------------------- */ struct View3D; /** * Guarded call to frame renderer? Tests several limits and boundary * conditions. * * @param ogl_render_area The View3D area to use for OpenGL rendering * (can be NULL unless render R_OGL flag is set) */ void RE_initrender(struct View3D *ogl_render_view3d); /** * only for renderconvertor */ void RE_setwindowclip(int mode, int jmode); /* * @param ogl_render_area The View3D area to use for OpenGL rendering * (can be NULL unless render R_OGL flag is set) */ void RE_animrender(struct View3D *ogl_render_view3d); void RE_free_render_data(void); void RE_init_render_data(void); /* jitterate is used by blenkernel effect */ void RE_jitterate1(float *jit1, float *jit2, int num, float rad1); void RE_jitterate2(float *jit1, float *jit2, int num, float rad2); void RE_make_existing_file(char *name); void RE_floatbuffer_to_output(void); /* ------------------------------------------------------------------------- */ /* zbuf (2) */ /* ------------------------------------------------------------------------- */ /** * Converts a world coordinate into a homogenous coordinate in view * coordinates. (WCS -> HCS) * Also called in: shadbuf.c render.c radfactors.c * initrender.c envmap.c editmesh.c * @param v1 [3 floats] the world coordinate * @param adr [4 floats] the homogenous view coordinate */ void RE_projectverto(float *v1,float *adr); /** * Something about doing radiosity z buffering? * (called in radfactors.c), hope the RadView is defined already... * Also called in: radfactors.c * Note: Uses globals. * @param radview radiosity view definition */ struct RadView; struct RNode; void RE_zbufferall_radio(struct RadView *vw, struct RNode **rg_elem, int rg_totelem); /* ------------------------------------------------------------------------- */ /* texture (9) */ /* ------------------------------------------------------------------------- */ struct MTex; struct Tex; void init_render_textures(void); void end_render_textures(void); void init_render_texture(struct Tex *tex); void end_render_texture(struct Tex *tex); void do_material_tex(ShadeInput *shi); void do_lamp_tex(struct LampRen *la, float *lavec, ShadeInput *shi, float *fcol); int multitex_ext(struct Tex *tex, float *texvec, float *tin, float *tr, float *tg, float *tb, float *ta); void externtex(struct MTex *mtex, float *vec, float *tin, float *tr, float *tg, float *tb, float *ta); /* ------------------------------------------------------------------------- */ /* envmap (4) */ /* ------------------------------------------------------------------------- */ struct EnvMap; struct Tex; void RE_free_envmapdata(struct EnvMap *env); void RE_free_envmap(struct EnvMap *env); struct EnvMap *RE_add_envmap(void); /* these two maybe not external? yes, they are, for texture.c */ struct EnvMap *RE_copy_envmap(struct EnvMap *env); /* --------------------------------------------------------------------- */ /* rendercore (12) */ /* --------------------------------------------------------------------- */ float Phong_Spec(float *n, float *l, float *v, int hard); float CookTorr_Spec(float *n, float *l, float *v, int hard); float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power); float Toon_Spec( float *n, float *l, float *v, float size, float smooth); float WardIso_Spec(float *n, float *l, float *v, float rms); float OrenNayar_Diff(float *n, float *l, float *v, float rough); float Toon_Diff( float *n, float *l, float *v, float size, float smooth); float Minnaert_Diff( float nl, float *n, float *v, float darkness); void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b); void ramp_diffuse_result(float *diff, ShadeInput *shi); void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec); void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi); /* --------------------------------------------------------------------- */ /* renderdatabase (3) */ /* --------------------------------------------------------------------- */ struct VlakRen *RE_findOrAddVlak(int nr); struct VertRen *RE_findOrAddVert(int nr); struct HaloRen *RE_findOrAddHalo(int nr); HaloRen *RE_inithalo(struct Material *ma, float *vec, float *vec1, float *orco, float hasize, float vectsize, int seed); /** * callbacks (11): * * If the callbacks aren't set, rendering will still proceed as * desired, but the concerning functionality will not be enabled. * * There need to be better uncoupling between the renderer and * these functions still! * */ void RE_set_test_break_callback(int (*f)(void)); void RE_set_timecursor_callback(void (*f)(int)); void RE_set_renderdisplay_callback(void (*f)(int, int, int, int, unsigned int *)); void RE_set_initrenderdisplay_callback(void (*f)(void)); void RE_set_clearrenderdisplay_callback(void (*f)(short)); void RE_set_printrenderinfo_callback(void (*f)(double,int)); void RE_set_getrenderdata_callback(void (*f)(void)); void RE_set_freerenderdata_callback(void (*f)(void)); /*from renderhelp, should disappear!!! */ /** Recalculate all normals on renderdata. */ void set_normalflags(void); /** * On loan from zbuf.h: * Tests whether the first three coordinates should be clipped * wrt. the fourth component. Bits 1 and 2 test on x, 3 and 4 test on * y, 5 and 6 test on z: * xyz > test => set first bit (01), * xyz < -test => set second bit (10), * xyz == test => reset both bits (00). * Note: functionality is duplicated from an internal function * Also called in: initrender.c, radfactors.c * @param v [4 floats] a coordinate * @return a vector of bitfields */ int RE_testclip(float *v); /* patch for the external if, to support the split for the ui */ void RE_addalphaAddfac(char *doel, char *bron, char addfac); void RE_sky_char(float *view, char *col); void RE_renderflare(struct HaloRen *har); /** * Shade the pixel at xn, yn for halo har, and write the result to col. * Also called in: previewrender.c * @param har The halo to be rendered on this location * @param col [char 4] The destination colour vector * @param colf [float 4] destination colour vector (need both) * @param zz Some kind of distance * @param dist Square of the distance of this coordinate to the halo's center * @param x [f] Pixel x relative to center * @param y [f] Pixel y relative to center * @param flarec Flare counter? Always har->flarec... */ void RE_shadehalo(struct HaloRen *har, char *col, float *colf, int zz, float dist, float x, float y, short flarec); /***/ /* haloren->type: flags */ #define HA_ONLYSKY 1 #define HA_VECT 2 #define HA_XALPHA 4 #define HA_FLARECIRC 8 #ifdef __cplusplus } #endif #endif /* RENDER_H */