199 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			199 lines
		
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. 
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2006 by Blender Foundation
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL/BL DUAL LICENSE BLOCK *****
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 */
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#ifndef RE_SHADER_EXT_H
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#define RE_SHADER_EXT_H
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* this include is for shading and texture exports            */
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* localized texture result data */
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/* note; tr tg tb ta has to remain in this order */
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typedef struct TexResult {
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	float tin, tr, tg, tb, ta;
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	int talpha;
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	float *nor;
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} TexResult;
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/* localized shade result data */
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typedef struct ShadeResult 
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{
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	float combined[4];
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	float col[4];
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	float alpha, mist, z;
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	float diff[3];		/* no ramps, shadow, etc */
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	float spec[3];
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	float shad[3];
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	float ao[3];
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	float refl[3];
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	float refr[3];
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	float nor[3];
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	float rad[3];
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	float winspeed[4];
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} ShadeResult;
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/* only here for quick copy */
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struct ShadeInputCopy {
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	struct Material *mat;
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	struct VlakRen *vlr;
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	struct StrandRen *strand;
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	struct ObjectInstanceRen *obi;
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	struct ObjectRen *obr;
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	int facenr;
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	float facenor[3];				/* copy from face */
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	short flippednor;				/* is facenor flipped? */
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	struct VertRen *v1, *v2, *v3;	/* vertices can be in any order for quads... */
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	short i1, i2, i3;				/* original vertex indices */
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	short puno;
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	short osatex;
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	float vn[3], vno[3];			/* actual render normal, and a copy to restore it */
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	float n1[3], n2[3], n3[3];		/* vertex normals, corrected */
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	int mode;						/* base material mode (OR-ed result of entire node tree) */
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};
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typedef struct ShadeInputUV {
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	float dxuv[3], dyuv[3], uv[3];
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	char *name;
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} ShadeInputUV;
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typedef struct ShadeInputCol {
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	float col[3];
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	char *name;
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} ShadeInputCol;
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/* localized renderloop data */
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typedef struct ShadeInput
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{
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	/* copy from face, also to extract tria from quad */
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	/* note it mirrors a struct above for quick copy */
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	struct Material *mat;
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	struct VlakRen *vlr;
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	struct StrandRen *strand;
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	struct ObjectInstanceRen *obi;
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	struct ObjectRen *obr;
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	int facenr;
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	float facenor[3];				/* copy from face */
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	short flippednor;				/* is facenor flipped? */
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	struct VertRen *v1, *v2, *v3;	/* vertices can be in any order for quads... */
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	short i1, i2, i3;				/* original vertex indices */
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	short puno;
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	short osatex;
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	float vn[3], vno[3];			/* actual render normal, and a copy to restore it */
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	float n1[3], n2[3], n3[3];		/* vertex normals, corrected */
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	int mode;						/* base material mode (OR-ed result of entire node tree) */
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	/* internal face coordinates */
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	float u, v, dx_u, dx_v, dy_u, dy_v;
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	float co[3], view[3], camera_co[3];
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	/* copy from material, keep synced so we can do memcopy */
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	/* current size: 23*4 */
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	float r, g, b;
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	float specr, specg, specb;
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	float mirr, mirg, mirb;
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	float ambr, ambb, ambg;
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	float amb, emit, ang, spectra, ray_mirror;
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	float alpha, refl, spec, zoffs, add;
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	float translucency;
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	/* end direct copy from material */
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	/* individual copies: */
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	int har; /* hardness */
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	float layerfac;
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	/* texture coordinates */
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	float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4], rad[3];
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	float refcol[4], displace[3];
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	float strandco, tang[3], nmaptang[3], stress, winspeed[4];
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	float duplilo[3], dupliuv[3];
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	ShadeInputUV uv[8];   /* 8 = MAX_MTFACE */
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	ShadeInputCol col[8]; /* 8 = MAX_MCOL */
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	int totuv, totcol, actuv, actcol;
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	/* dx/dy OSA coordinates */
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	float dxco[3], dyco[3];
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	float dxlo[3], dylo[3], dxgl[3], dygl[3];
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	float dxref[3], dyref[3], dxorn[3], dyorn[3];
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	float dxno[3], dyno[3], dxview, dyview;
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	float dxlv[3], dylv[3];
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	float dxwin[3], dywin[3];
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	float dxsticky[3], dysticky[3];
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	float dxrefract[3], dyrefract[3];
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	float dxstrand, dystrand;
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	/* AO is a pre-process now */
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	float ao[3];
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	int xs, ys;				/* pixel to be rendered */
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	int mask;				/* subsample mask */
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	float scanco[3];		/* original scanline coordinate without jitter */
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	int samplenr;			/* sample counter, to detect if we should do shadow again */
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	int depth;				/* 1 or larger on raytrace shading */
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	int volume_depth;		/* number of intersections through volumes */
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	/* stored copy of original face normal (facenor) 
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	 * before flipping. Used in Front/back output on geometry node */
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	float orignor[3];
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	/* for strand shading, normal at the surface */
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	float surfnor[3], surfdist;
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	/* from initialize, part or renderlayer */
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	short do_preview;		/* for nodes, in previewrender */
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	short thread, sample;	/* sample: ShadeSample array index */
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	unsigned int lay;
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	int layflag, passflag, combinedflag;
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	struct Group *light_override;
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	struct Material *mat_override;
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} ShadeInput;
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/* node shaders... */
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struct Tex;
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int	multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
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/* shaded view and bake */
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struct Render;
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struct Image;
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struct Object;
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void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
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int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob);
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struct Image *RE_bake_shade_get_image(void);
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#endif /* RE_SHADER_EXT_H */
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