106 lines
4.4 KiB
C++
106 lines
4.4 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) 2006 Blender Foundation
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* All rights reserved.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/include/shading.h
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* \ingroup render
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*/
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struct ShadeInput;
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struct ShadeResult;
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struct RenderPart;
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struct RenderLayer;
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struct PixStr;
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struct LampRen;
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struct VlakRen;
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struct StrandPoint;
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struct ObjectInstanceRen;
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struct Isect;
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/* shadeinput.c */
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#define RE_MAX_OSA 16
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/* needed to calculate shadow and AO for an entire pixel */
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typedef struct ShadeSample {
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int tot; /* amount of shi in use, can be 1 for not FULL_OSA */
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RenderLayer *rlpp[RE_MAX_OSA]; /* fast lookup from sample to renderlayer (fullsample buf) */
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/* could be malloced once */
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ShadeInput shi[RE_MAX_OSA];
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ShadeResult shr[RE_MAX_OSA];
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} ShadeSample;
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/* also the node shader callback */
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void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
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void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
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void shade_input_set_triangle(struct ShadeInput *shi, int obi, int facenr, int normal_flip);
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void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
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void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3]);
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void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
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void shade_input_set_uv(struct ShadeInput *shi);
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void shade_input_set_normals(struct ShadeInput *shi);
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void shade_input_set_vertex_normals(struct ShadeInput *shi);
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void shade_input_flip_normals(struct ShadeInput *shi);
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void shade_input_set_shade_texco(struct ShadeInput *shi);
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void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
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void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);
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void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr);
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void shade_input_init_material(struct ShadeInput *shi);
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void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample);
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void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl);
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void shade_samples_do_AO(struct ShadeSample *ssamp);
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void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
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int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
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void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3);
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void calc_R_ref(struct ShadeInput *shi);
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void barycentric_differentials_from_position(
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const float co[3], const float v1[3], const float v2[3], const float v3[3],
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const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials,
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float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v);
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/* shadeoutput. */
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void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
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void shade_color(struct ShadeInput *shi, ShadeResult *shr);
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void ambient_occlusion(struct ShadeInput *shi);
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void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr);
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ListBase *get_lights(struct ShadeInput *shi);
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float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist);
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void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real);
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float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac);
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/* rayshade.c */
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extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);
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