119 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * rendercore_ext.h
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 *
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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 RENDERCORE_H
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#define RENDERCORE_H 
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#include "render_types.h"
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struct HaloRen;
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float   mistfactor(float *co);	/* dist en hoogte, return alpha */
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/*  void sky(char *col); */
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void renderspothalo(unsigned short *col);
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void render_lighting_halo(struct HaloRen *har, float *colf);
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unsigned int    calchalo_z(struct HaloRen *har, unsigned int zz);
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float CookTorr(float *n, float *l, float *v, int hard);
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void shade_lamp_loop(void);
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/*  void renderflare(struct HaloRen *har); */
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void add_halo_flare(void);
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/**
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 * Apply the background (sky). Depending on the active alphamode and
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 * worldmode, different filling strategies are applied.
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 * Active alphamode = R.r.alphamode
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 * Active worldmode = R.wrld.mode
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 * <LI>
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 * <IT> R_ALPHAPREMUL - do not fill sky, but apply alpha to colours
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 * <IT> R_ALPHAKEY    - do not fill sky, do not apply alpha to colours
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 * <IT> R_ADDSKY      - fill skycolour in the background, blend
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 *                      transparent colours with the background
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 * (there's also a world dependency here?
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 *   <LI>
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 *   <IT> R.wrld.mode == WO_MIST
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 *   <IT> R.r.bufflag == 1, R.flag == R_SEC_FIELD
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 *   <IT> R.wrld.skytype == ( WO_SKYBLEND ^ WO_SKYTEX)
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 *   <IT>   R.wrld.skytype == WO_SKYPAPER
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 *   <IT> R.r.mode == R_PANORAMA )
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 *   </LI>
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 * </LI>
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 * @param rect
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 * @param y 
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 */
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void scanlinesky(char *rect, int y);
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/**
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 * Do z buffer stuff.
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 */
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void zbufshade(void);
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/**
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 * Insert transparent faces into the z buffer?
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 */
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void zbufshadeDA(void);	/* Delta Accum Pixel Struct */
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/**
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 * Also called in: zbuf.c
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 */
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void shadepixel(float x, float y, int vlaknr);
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/**
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 * Shade the pixel at xn, yn for halo har, and write the result to col. 
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 * Also called in: previewrender.c
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 * @param har    The halo to be rendered on this location
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 * @param col    [unsigned int 3] The destination colour vector 
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 * @param zz     Some kind of distance
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 * @param dist   Square of the distance of this coordinate to the halo's center
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 * @param x      [f] Pixel x relative to center
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 * @param y      [f] Pixel y relative to center
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 * @param flarec Flare counter? Always har->flarec...
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 */
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/*  void shadehalo(struct HaloRen *har, char *col, unsigned int zz, float dist, float x, float y, short flarec); */
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/**
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 * A cryptic but very efficient way of counting the number of bits that 
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 * is set in the unsigned short.
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 */
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int count_mask(unsigned short mask);
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/* These defines are only used internally :) */
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/* dirty hack: pointers are negative, indices positive */
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/* pointers should be converted to positive numbers */
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#define IS_A_POINTER_CODE(a)		((a)<0)
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#define POINTER_FROM_CODE(a)		((void *)(-(a)))
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#define POINTER_TO_CODE(a)			(-(long)(a))
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#endif /* RENDER_EXT_H */
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