This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/render/intern/include/zbuf_int.h
Ton Roosendaal ec99255c27 Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).

Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.

Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c

Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)

I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.

Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)

So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00

198 lines
6.0 KiB
C++

/*
* zbuf_int.h
* internal interface for zbuf.h (ie. functions that are not used
* anywhere else)
*
* $Id$
*
* ***** 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 ZBUF_INT_H
#define ZBUF_INT_H
#include "render_types.h"
#include "zbuf_types.h"
/**
* Convert a homogenous coordinate to a z buffer coordinate. The
* function makes use of Zmulx, Zmuly, the x and y scale factors for
* the screen, and Zjitx, Zjity, the pixel offset. (These are declared
* in render.c) The normalised z coordinate must fall on [0, 1].
* @param zco [3, 4 floats] pointer to the resulting z buffer coordinate
* @param hoco [4 floats] pointer to the homogenous coordinate of the
* vertex in world space.
*/
void hoco_to_zco(float *zco, float *hoco);
/**
* Fill the z buffer for alpha?
*
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
* @param v1 [4 floats, world coordinates] first vertex
* @param v2 [4 floats, world coordinates] second vertex
* @param v3 [4 floats, world coordinates] third vertex
*/
void zbufinvulAc(float *v1, float *v2, float *v3);
/**
* Fill the z buffer, but invert z order, and add the face index to
* the corresponing face buffer.
*
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
* @param v1 [4 floats, world coordinates] first vertex
* @param v2 [4 floats, world coordinates] second vertex
* @param v3 [4 floats, world coordinates] third vertex
*/
void zbufinvulGLinv(float *v1, float *v2, float *v3);
/**
* Fill the z buffer, and add the face index to
* the corresponing face buffer. Writes into R.rectz and R.rectot. It
* assumes that Zvlnr is set to the face index of the face under
* consideration. Zvlnr is written into R.rectot. R.rectz
*
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
* @param v1 [4 floats, world coordinates] first vertex
* @param v2 [4 floats, world coordinates] second vertex
* @param v3 [4 floats, world coordinates] third vertex
*/
void zbufinvulGL(float *v1, float *v2, float *v3);
/**
* Fill the z buffer. The face buffer is not operated on!
*
* This is one of the z buffer fill functions called in zbufclip() and
* zbufwireclip().
*
* @param v1 [4 floats, world coordinates] first vertex
* @param v2 [4 floats, world coordinates] second vertex
* @param v3 [4 floats, world coordinates] third vertex
*/
void zbufinvulGL_onlyZ(float *v1, float *v2, float *v3);
/**
* Prints 3 unlabelled floating point values to stdout. Used for diagnostics.
* @param v1 any float
* @param v2 any float
* @param v3 any float
*/
void print3floats(float *v1, float *v2, float *v3);
/**
* Checks labda and uses this to make decision about clipping the line
* segment from v1 to v2. labda is the factor by which the vector is
* cut. ( calculate s + l * ( t - s )). The result is appended to the
* vertex list of this face.
* Note: uses globals.
* (arguments: one int, one pointer to int... why?)
* @param v1 start coordinate s
* @param v2 target coordinate t
* @param b1
* @param b2
* @param clve vertex vector.
*/
static void maakvertpira(float *v1, float *v2, int *b1, int b2, int *clve);
/**
* Sets labda: flag, and parametrize the clipping of vertices in
* viewspace coordinates. labda = -1 means no clipping, labda in [0,
* 1] means a clipping.
* Note: uses globals.
* @param v1 start coordinate s
* @param v2 target coordinate t
* @param b1
* @param b2
* @param b3
* @param a index for coordinate (x, y, or z)
*/
static void clipp(float *v1, float *v2, int b1, int *b2, int *b3, int a);
/**
* Tests whether this coordinate is 'inside' or 'outside' of the view
* volume? By definition, this is in [0, 1].
* @param p vertex z difference plus coordinate difference?
* @param q origin z plus r minus some coordinate?
* @param u1 [in/out] clip fraction for ?
* @param u2 [in/out]
* @return 0 if point is outside, or 1 if the point lies on the clip
* boundary
*/
static short cliptestf(float p, float q, float *u1, float *u2);
/* not documented yet */
/* not sure if these should stay static... */
static int clipline(float *v1, float *v2);
/**
* Provide book-keeping for the z buffer data lists.
*/
APixstr *addpsmainA(void);
void freepsA(void);
APixstr *addpsA(void);
/**
* Fill function for the z buffer (fills lines)
*/
void zbuflineAc(float *vec1, float *vec2);
void zbufline(float *vec1, float *vec2);
/**
* Copy results from the solid face z buffering to the transparent
* buffer.
*/
void copyto_abufz(int sample);
/**
* Do accumulation z buffering.
*/
void zbuffer_abuf(void);
/**
* Shade this face at this location in SCS.
*/
void shadetrapixel(float x, float y, int vlak, int mask, unsigned short *shortcol);
/**
* Determine the distance to the camera of this halo, in ZCS.
*/
unsigned int calcHaloDist(HaloRen *har);
#endif /* ZBUF_INT_H */