was original idea of this implementation... At least it's protected from crashing a bit more.
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
/*
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* pixelshading.h
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*
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* These functions determine what actual colour a pixel will have.
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*
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* $Id$
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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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*/
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#ifndef PIXELSHADING_H
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#define PIXELSHADING_H
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#include "render.h"
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#include "vanillaRenderPipe_types.h"
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/**
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* Render the pixel at (x,y) for object ap. Apply the jitter mask.
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* Output is given in float collector[4]. The type vector:
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* t[0] - min. distance
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* t[1] - face/halo index
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* t[2] - jitter mask
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* t[3] - type ZB_POLY or ZB_HALO
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* t[4] - max. distance
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* mask is pixel coverage in bits
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* @return pointer to the object
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*/
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void *renderPixel(RE_COLBUFTYPE *collector, float x, float y, int *t, int mask);
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void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
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void shadeHaloFloat(HaloRen *har,
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float *col, int zz,
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float dist, float xn,
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float yn, short flarec);
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/**
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* Get the sky blending mode.
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*/
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enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
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/**
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* Render the sky at pixel (x, y).
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*/
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void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y);
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/* used by shadeSkyPixel: */
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void shadeSkyPixelFloat(float *colf, float *view, float *dxyview);
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void renderSpotHaloPixel(float x, float y, float *target);
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void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy);
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void fillBackgroundImage(RE_COLBUFTYPE *collector, float x, float y);
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void fillBackgroundImageChar(char *col, float x, float y);
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/* ------------------------------------------------------------------------- */
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#endif
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