106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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#ifndef __RENDERCORE_H__
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#define __RENDERCORE_H__
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/** \file blender/render/intern/include/rendercore.h
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* \ingroup render
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*/
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#include "render_types.h"
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#include "RE_engine.h"
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#include "DNA_node_types.h"
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#include "NOD_composite.h"
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struct ShadeInput;
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struct ShadeResult;
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struct World;
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struct RenderPart;
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struct RenderLayer;
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struct RayObject;
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/* ------------------------------------------------------------------------- */
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typedef struct PixStr {
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struct PixStr *next;
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int obi, facenr, z, maskz;
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unsigned short mask;
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short shadfac;
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} PixStr;
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typedef struct PixStrMain {
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struct PixStrMain *next, *prev;
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struct PixStr *ps;
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int counter;
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} PixStrMain;
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/* ------------------------------------------------------------------------- */
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void calc_view_vector(float view[3], float x, float y);
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float mistfactor(float zcor, const float co[3]); /* dist and height, return alpha */
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void renderspothalo(struct ShadeInput *shi, float col[4], float alpha);
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void add_halo_flare(Render *re);
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void calc_renderco_zbuf(float co[3], const float view[3], int z);
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void calc_renderco_ortho(float co[3], float x, float y, int z);
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int count_mask(unsigned short mask);
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void zbufshade_tile(struct RenderPart *pa);
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void zbufshadeDA_tile(struct RenderPart *pa);
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void zbufshade_sss_tile(struct RenderPart *pa);
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int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
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void render_internal_update_passes(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl);
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/* -------- ray.c ------- */
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struct RayObject *RE_rayobject_create(int type, int size, int octree_resolution);
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extern void freeraytree(Render *re);
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extern void makeraytree(Render *re);
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struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi);
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extern void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4]);
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extern void ray_trace(ShadeInput *shi, ShadeResult *);
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extern void ray_ao(ShadeInput *shi, float ao[3], float env[3]);
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extern void init_jitter_plane(LampRen *lar);
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extern void init_ao_sphere(Render *re, struct World *wrld);
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extern void init_render_qmcsampler(Render *re);
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extern void free_render_qmcsampler(Render *re);
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#endif /* __RENDERCORE_H__ */
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