(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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) 2001-2002 by NaN Holding BV.
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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_BASICSHADOWBUFFER_H
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#define RE_BASICSHADOWBUFFER_H
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#include "RE_ShadowBuffer.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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struct LampRen;
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struct Lamp;
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class RE_BasicShadowBuffer : public RE_ShadowBuffer {
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private:
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void lrectreadRectz(int x1, int y1, int x2, int y2, char *r1);
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int sizeoflampbuf(struct ShadBuf *shb);
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int firstreadshadbuf(struct ShadBuf *shb, int xs, int ys, int nr);
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float readshadowbuf(struct ShadBuf *shb, int xs, int ys, int zs);
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float readshadowbuf_halo(struct ShadBuf *shb, int xs, int ys, int zs);
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float *give_jitter_tab(int samp);
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int bias;
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public:
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/**
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* Make a shadow buffer from these settings
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*/
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RE_BasicShadowBuffer(struct LampRen *lar, float mat[][4]);
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/**
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* Delete and clear this buffer
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*/
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virtual ~RE_BasicShadowBuffer(void);
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/**
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* Calculates shadowbuffers for a vector of shadow-giving lamps
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* @param lar The vector of lamps
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*/
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void importScene(LampRen *lar);
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/**
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* Determines the shadow factor for a face and lamp. There is some
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* communication with global variables here.
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* @param shadres The RGB shadow factors: 1.0 for no shadow, 0.0 for complete
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* shadow. There must be a float[3] to write the result to.
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* @param shb The shadowbuffer to find the shadow factor in.
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* @param inp The inproduct between viewvector and ?
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*
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*/
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virtual void readShadowValue(struct ShadBuf *shb,
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float inp,
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float* shadowResult);
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/**
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* Determines the shadow factor for lamp <lar>, between <p1>
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* and <p2>. (Which CS?)
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*/
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float shadow_halo(LampRen *lar, float *p1, float *p2);
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};
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#endif /* RE_BASICSHADOWBUFFER_H */
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