#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
103 lines
2.7 KiB
C++
103 lines
2.7 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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#include <assert.h>
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#include "render.h"
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#include "render_intern.h"
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#include "shadbuf.h"
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#include "shadowBuffer.h" /* the C header */
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#include "RE_ShadowBuffer.h" /* the base buffer */
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#include "RE_DummyShadowBuffer.h" /* A dummy shadow buffer */
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#include "RE_basicShadowBuffer.h" /* the 'old' shadow buffer */
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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 ShadBuf;
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struct LampRen;
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struct Lamp;
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/*
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* Creates a shadow buffer of a certain type
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*/
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RE_ShadowBufferHandle RE_createShadowBuffer(struct LampRen *lar,
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float mat[][4],
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int mode)
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{
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/* make a dummy: this always returns a fixed value */
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RE_ShadowBuffer* buf = NULL;
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switch (mode) {
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case 0:
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buf = new RE_DummyShadowBuffer();
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break;
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case 1:
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/* loop to the old c-based buffer */
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/* memory release is done implicitly! */
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initshadowbuf(lar, mat);
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break;
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case 2:
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buf = new RE_BasicShadowBuffer(lar, mat);
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break;
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case 3:
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// cout << "Deep shadow buffer requested\n";
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break;
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default:
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// cerr << "Bad shadow buffer type specified\n";
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; /* nada */
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}
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return (RE_ShadowBufferHandle) buf;
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}
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void RE_deleteShadowBuffer(RE_ShadowBufferHandle buf)
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{
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// cout << "requesting buffer delete\n";
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assert(buf);
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delete (RE_ShadowBuffer*) buf;
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}
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void RE_buildShadowBuffer(RE_ShadowBufferHandle buf,
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struct LampRen *lar)
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{
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assert(buf);
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((RE_ShadowBuffer*) buf)->importScene(lar);
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}
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void RE_testshadowbuf(RE_ShadowBufferHandle buf,
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struct ShadBuf* shbp,
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float inp,
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float* shadres)
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{
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assert(buf);
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((RE_ShadowBuffer*) buf)->readShadowValue(shbp, inp, shadres);
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}
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