78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 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): Brecht Van Lommel, Clément Foucault.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_lamp.h
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* \ingroup gpu
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*/
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#ifndef __GPU_LAMP_H__
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#define __GPU_LAMP_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Scene;
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struct Object;
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struct RenderEngineType;
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typedef struct GPULamp GPULamp;
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#define MAX_LAMP_DATA 2
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typedef struct LampEngineData {
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void *storage[MAX_LAMP_DATA];
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} LampEngineData;
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LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re);
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GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
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void GPU_lamp_free(struct Object *ob);
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void GPU_lamp_engine_data_free(LampEngineData *led);
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bool GPU_lamp_visible(GPULamp *lamp, struct Material *ma);
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bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
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void GPU_lamp_update_buffer_mats(GPULamp *lamp);
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void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
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void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
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int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
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int GPU_lamp_shadow_bind_code(GPULamp *lamp);
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float *GPU_lamp_dynpersmat(GPULamp *lamp);
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void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
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void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
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void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
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float coeff_const, float coeff_lin, float coeff_quad);
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void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
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int GPU_lamp_shadow_layer(GPULamp *lamp);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __GPU_LAMP_H__ */
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