This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/render/intern/include/vanillaRenderPipe_int.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(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
2002-11-25 11:16:17 +00:00

197 lines
5.9 KiB
C++

/*
* vanillaRenderPipe_int.h
*
* $Id$
*
* ***** 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 VANILLARENDERPIPE_INT_H
#define VANILLARENDERPIPE_INT_H
#include "vanillaRenderPipe_types.h"
#include "zbufferdatastruct_types.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/**
* Z buffer initializer, for new pipeline.
* <LI>
* <IT> AColourBuffer : colour buffer for one line
* <IT> APixbufExt : pixel data buffer for one line, depth RE_ZBUFLEN
* </LI>
*/
void initRenderBuffers(int width);
/* void initRenderBuffers(void); */
/**
* Z buffer destructor, frees stuff from initZBuffers().
*/
void freeRenderBuffers(void);
/**
* Fill the accumulation buffer APixbufExt with face and halo indices.
* Note: Uses globals.
* @param y the line number to set
*/
void calcZBufLine(int y);
/**
* Shade and render the pixels in this line, into AColourBuffer
* Note: Uses globals.
* @param y the line number to set
*/
void renderZBufLine(int y);
/**
* Count and sort the list behind ap into buf. Sorts on min. distance.
* Low index <=> high z
*/
int countAndSortPixelFaces(int buf[RE_MAX_FACES_PER_PIXEL][5],
RE_APixstrExt *ap);
/**
* Compose the conflict and colour stacks
* Note: Uses globals.
*/
int composeStack(int zrow[RE_MAX_FACES_PER_PIXEL][RE_PIXELFIELDSIZE],
struct RE_faceField* stack, int ptr,
int totvlak, float x, float y, int osaNr);
/**
* Integrate conflicting layers.
* Note: Uses globals.
*/
int resolveConflict(struct RE_faceField* stack, int ptr, float x, float y);
/**
* Integrate the colour stack, defer conflicts.
* Note: Uses globals.
*/
void integrateStack(struct RE_faceField* stack, int ptr,
float x, float y, int osaNr);
/**
* Calculate the view depth to this object on this location, with
* the current view parameters in R.
*/
int calcDepth(float x, float y, void *data, int type);
/**
* Fills in distances of all faces in a z buffer, for given jitter settings.
*/
int fillZBufDistances(void);
/**
* Fills in distances of faces in the z buffer.
*
* Halo z buffering ----------------------------------------------
*
* A halo is treated here as a billboard: no z-extension, always
* oriented perpendicular to the viewer. The rest of the z-buffer
* stores face-numbers first, then calculates colours as the
* final image is rendered. We'll use the same approach here,
* which differs from the original method (which was add halos per
* scan line). This means that the z-buffer now also needs to
* store info about what sort of 'thing' the index refers to.
*
* Halo extension:
* h.maxy ---------
* | h.xs + h.rad
* | h.xs
* | h.xs - h.rad
* h.miny ---------
*
* These coordinates must be clipped to picture size.
* I'm not quite certain about halo numbering.
*
* Halos and jittering -------------------------------------------
*
* Halos were not jittered previously. Now they are. I wonder
* whether this may have some adverse effects here.
* @return 1 for succes, 0 if the operation was interrupted.
*/
int zBufferAllFaces(void);
/**
* Fills in distances of halos in the z buffer.
* @return 1 for succes, 0 if the operation was interrupted.
*/
int zBufferAllHalos(void);
/**
* New fill function for z buffer, for edge-only rendering.
*/
void zBufferFillEdge(float *vec1, float *vec2);
/**
* New fill function for z buffer.
*/
void zBufferFillFace(float *v1, float *v2, float *v3);
/**
* One more filler: fill in halo data in z buffer.
* Empty so far, but may receive content of halo loop.
*/
void zBufferFillHalo(void);
/**
* Copy the colour buffer output to R.rectot, to line y.
*/
void transferColourBufferToOutput(int y);
/**
* Set the colour buffer fields to zero.
*/
void eraseColBuf(RE_COLBUFTYPE *buf);
/**
* Blend source over dest, and leave result in dest. 1 pixel.
*/
void blendOverFloat(int type, float* dest, float* source, void* data);
/**
* Blend source over dest, and leave result in dest. 1 pixel into
* multiple bins.
*/
void blendOverFloatRow(int type, float* dest, float* source,
void* data, int mask, int osaNr) ;
/**
* Do a post-process step on a finalized render image.
*/
void std_transFloatColV2CharColV( RE_COLBUFTYPE *buf, char *target);
#endif /* VANILLARENDERPIPE_INT_H */