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blender-archive/source/blender/render/intern/include/pixelshading.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00

128 lines
3.8 KiB
C++

/*
* pixelshading.h
*
* These functions determine what actual colour a pixel will have.
*
* $Id$
*
* ***** 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 PIXELSHADING_H
#define PIXELSHADING_H
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
#include "render.h"
#include "vanillaRenderPipe_types.h"
/* ------------------------------------------------------------------------- */
/**
* Render the pixel at (x,y) for object ap. Apply the jitter mask.
* Output is given in float collector[4]. The type vector:
* t[0] - min. distance
* t[1] - face/halo index
* t[2] - jitter mask
* t[3] - type ZB_POLY or ZB_HALO
* t[4] - max. distance
* @return pointer to the object
*/
void *renderPixel(float x, float y, int *t);
/**
* Spothalos on otherwise empty pixels.
*/
void renderSpotHaloPixel(float x, float y, float* colbuf);
/**
* Set the sky blending to the indicated type.
*/
void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
/**
* Get the sky blending mode.
*/
enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
/**
* Render the sky at pixel (x, y).
*/
void renderSkyPixelFloat(float x, float y);
/* ------------------------------------------------------------------------- */
/* All these are supposed to be internal. I should move these to a separate */
/* header. */
/**
* Determine colour for pixel at SCS x,y for face <vlaknr>. Result end up in
* <collector>
* @return pointer to this object's VlakRen
*/
void *renderFacePixel(float x, float y, int vlaknr);
/**
* Render this pixel for halo haloNr. Leave result in <collector>.
* @return pointer to this object's HaloRen
*/
void *renderHaloPixel(float x, float y, int haloNr);
/**
* Shade the halo at the given location
*/
void shadeHaloFloat(HaloRen *har, float *col, unsigned int zz,
float dist, float xn, float yn, short flarec);
/**
* Shade a sky pixel on a certain line, into collector[4]
* The x-coordinate (y as well, actually) are communicated through
* R.view[3]
*/
void shadeSkyPixel(float x, float y);
void shadeSpotHaloPixelFloat(float *col);
void spotHaloFloat(struct LampRen *lar, float *view, float *intens);
void shadeLampLusFloat(void);
/* this should be replaced by shadeSpotHaloPixelFloat(), but there's */
/* something completely fucked up here with the arith. */
/* void renderspothaloFix(unsigned short *col); */
void renderspothaloFix(float *col);
/* used by shadeSkyPixel: */
void shadeSkyPixelFloat(float y);
void fillBackgroundImage(float x, float y);
/* ------------------------------------------------------------------------- */
#endif