#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
99 lines
2.4 KiB
C
99 lines
2.4 KiB
C
/**
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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* Prepare the scene data for rendering.
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*
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* $Id$
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*/
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#include "MEM_guardedalloc.h"
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#include "render.h"
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#include "render_intern.h"
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#include "renderPreAndPost.h"
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#include "RE_callbacks.h"
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#include "shadbuf.h"
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#include "envmap.h"
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#include "renderHelp.h"
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#include "shadowBuffer.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/**
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* Rotate all objects, make shadowbuffers and environment maps.
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*/
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void prepareScene()
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{
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int a;
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if(R.rectot) MEM_freeN(R.rectot);
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R.rectot= 0;
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if(R.rectz) MEM_freeN(R.rectz);
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R.rectz= 0;
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RE_local_get_renderdata();
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/* SCHADUWBUFFER */
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for(a=0; a<R.totlamp; a++) {
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if(RE_local_test_break()) break;
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/* Again, switch between old and new shadowing system. The
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* buffer objects were initially created in
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* blenderWorldManipulation.c */
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if (R.r.mode & R_UNIFIED) {
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if (R.la[a]->shadowBufOb) {
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RE_buildShadowBuffer(R.la[a]->shadowBufOb,
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R.la[a]);
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}
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} else {
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if(R.la[a]->shb) makeshadowbuf(R.la[a]);
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}
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}
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/* ENVIRONMENT MAPS */
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make_envmaps();
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}
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void finalizeScene(void)
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{
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/* Among other things, it releases the shadow buffers. */
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RE_local_free_renderdata();
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}
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void doClipping( void (*projectfunc)(float *, float *) )
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{
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setzbufvlaggen(projectfunc);
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}
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/* eof */
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