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blender-archive/source/blender/render/intern/include/RE_basicShadowBuffer.h
2002-12-27 13:11:01 +00:00

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/**
* $Id$
*
* ***** 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 RE_BASICSHADOWBUFFER_H
#define RE_BASICSHADOWBUFFER_H
#include "RE_ShadowBuffer.h"
struct LampRen;
struct Lamp;
class RE_BasicShadowBuffer : public RE_ShadowBuffer {
private:
void lrectreadRectz(int x1, int y1, int x2, int y2, char *r1);
int sizeoflampbuf(struct ShadBuf *shb);
int firstreadshadbuf(struct ShadBuf *shb, int xs, int ys, int nr);
float readshadowbuf(struct ShadBuf *shb, int xs, int ys, int zs);
float readshadowbuf_halo(struct ShadBuf *shb, int xs, int ys, int zs);
float *give_jitter_tab(int samp);
int bias;
public:
/**
* Make a shadow buffer from these settings
*/
RE_BasicShadowBuffer(struct LampRen *lar, float mat[][4]);
/**
* Delete and clear this buffer
*/
virtual ~RE_BasicShadowBuffer(void);
/**
* Calculates shadowbuffers for a vector of shadow-giving lamps
* @param lar The vector of lamps
*/
void importScene(LampRen *lar);
/**
* Determines the shadow factor for a face and lamp. There is some
* communication with global variables here.
* @param shadres The RGB shadow factors: 1.0 for no shadow, 0.0 for complete
* shadow. There must be a float[3] to write the result to.
* @param shb The shadowbuffer to find the shadow factor in.
* @param inp The inproduct between viewvector and ?
*
*/
virtual void readShadowValue(struct ShadBuf *shb,
float inp,
float* shadowResult);
/**
* Determines the shadow factor for lamp <lar>, between <p1>
* and <p2>. (Which CS?)
*/
float shadow_halo(LampRen *lar, float *p1, float *p2);
};
#endif /* RE_BASICSHADOWBUFFER_H */