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blender-archive/source/blender/render/intern/include/rendercore.h
Ton Roosendaal 5190faf513 - fix for speedup raytracing, which gave errors in very simple scenes
(1 lamp, shadow). The 'coherence' check gets reset now for each new
  pixel rendered, which remains efficient for oversampling.
- small cleanups in code, prototype added, less globals.
2004-01-14 20:13:41 +00:00

148 lines
4.7 KiB
C++

/*
* rendercore_ext.h
*
* $Id$
*
* ***** 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 RENDERCORE_H
#define RENDERCORE_H
#include "render_types.h"
/* vector defines */
#define VECADD(dest, v1, v2) dest[0]= v1[0]+v2[0];dest[1]= v1[1]+v2[1];dest[2]= v1[2]+v2[2]
#define VECSUB(dest, v1, v2) dest[0]= v1[0]-v2[0];dest[1]= v1[1]-v2[1];dest[2]= v1[2]-v2[2]
#define CROSS(dest, a, b) dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
#define VECMUL(dest, f) dest[0]*= f; dest[1]*= f; dest[2]*= f
struct HaloRen;
struct ShadeInput;
typedef struct ShadeResult
{
float diff[3];
float spec[3];
float alpha;
} ShadeResult;
float mistfactor(float *co); /* dist en hoogte, return alpha */
void render_lighting_halo(struct HaloRen *har, float *colf);
unsigned int calchalo_z(struct HaloRen *har, unsigned int zz);
void add_halo_flare(void);
void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
void shade_color(struct ShadeInput *shi, ShadeResult *shr);
void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr, int mask);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
void calc_R_ref(struct ShadeInput *shi);
float spec(float inp, int hard);
/* -------- ray.c ------- */
extern void ray_shadow(ShadeInput *, LampRen *, float *, int);
extern void ray_trace(ShadeInput *, ShadeResult *, int);
/**
* Apply the background (sky). Depending on the active alphamode and
* worldmode, different filling strategies are applied.
* Active alphamode = R.r.alphamode
* Active worldmode = R.wrld.mode
* <LI>
* <IT> R_ALPHAPREMUL - do not fill sky, but apply alpha to colours
* <IT> R_ALPHAKEY - do not fill sky, do not apply alpha to colours
* <IT> R_ADDSKY - fill skycolour in the background, blend
* transparent colours with the background
* (there's also a world dependency here?
* <LI>
* <IT> R.wrld.mode == WO_MIST
* <IT> R.r.bufflag == 1, R.flag == R_SEC_FIELD
* <IT> R.wrld.skytype == ( WO_SKYBLEND ^ WO_SKYTEX)
* <IT> R.wrld.skytype == WO_SKYPAPER
* <IT> R.r.mode == R_PANORAMA )
* </LI>
* </LI>
* @param rect
* @param y
*/
void scanlinesky(char *rect, int y);
/**
* Do z buffer stuff.
*/
void zbufshade(void);
/**
* Insert transparent faces into the z buffer?
*/
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
/**
* Also called in: zbuf.c
*/
void *shadepixel(float x, float y, int vlaknr, int mask, float *col);
void shadepixel_short(float x, float y, int vlaknr, int mask, unsigned short *shortcol);
/**
* Shade the pixel at xn, yn for halo har, and write the result to col.
* Also called in: previewrender.c
* @param har The halo to be rendered on this location
* @param col [unsigned int 3] The destination colour vector
* @param zz Some kind of distance
* @param dist Square of the distance of this coordinate to the halo's center
* @param x [f] Pixel x relative to center
* @param y [f] Pixel y relative to center
* @param flarec Flare counter? Always har->flarec...
*/
/* void shadehalo(struct HaloRen *har, char *col, unsigned int zz, float dist, float x, float y, short flarec); */
/**
* A cryptic but very efficient way of counting the number of bits that
* is set in the unsigned short.
*/
int count_mask(unsigned short mask);
/* These defines are only used internally :) */
/* dirty hack: pointers are negative, indices positive */
/* pointers should be converted to positive numbers */
#define IS_A_POINTER_CODE(a) ((a)<0)
#define POINTER_FROM_CODE(a) ((void *)(-(a)))
#define POINTER_TO_CODE(a) (-(long)(a))
#endif /* RENDER_EXT_H */