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blender-archive/source/blender/render/intern/include/pixelshading.h
Ton Roosendaal 35f4c77d96 Little cleanup of eerie unified code for halos. Still got no clue what
was original idea of this implementation...
At least it's protected from crashing a bit more.
2005-04-18 15:30:49 +00:00

84 lines
2.6 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
#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
* mask is pixel coverage in bits
* @return pointer to the object
*/
void *renderPixel(RE_COLBUFTYPE *collector, float x, float y, int *t, int mask);
void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
void shadeHaloFloat(HaloRen *har,
float *col, int zz,
float dist, float xn,
float yn, short flarec);
/**
* Get the sky blending mode.
*/
enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
/**
* Render the sky at pixel (x, y).
*/
void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y);
/* used by shadeSkyPixel: */
void shadeSkyPixelFloat(float *colf, float *view, float *dxyview);
void renderSpotHaloPixel(float x, float y, float *target);
void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy);
void fillBackgroundImage(RE_COLBUFTYPE *collector, float x, float y);
void fillBackgroundImageChar(char *col, float x, float y);
/* ------------------------------------------------------------------------- */
#endif