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blender-archive/source/blender/render/intern/include/zbuf.h
Mike Erwin a1d7f67d81 cleanup: spelling / typos
no functional changes
2016-01-28 00:30:50 -05:00

152 lines
6.1 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Full recode: 2004-2006 Blender Foundation
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/** \file blender/render/intern/include/zbuf.h
* \ingroup render
*/
#ifndef __ZBUF_H__
#define __ZBUF_H__
struct RenderPart;
struct RenderLayer;
struct LampRen;
struct ListBase;
struct ZSpan;
struct APixstrand;
struct APixstr;
struct StrandShadeCache;
void fillrect(int *rect, int x, int y, int val);
/**
* Converts a world coordinate into a homogeneous coordinate in view
* coordinates.
*/
void projectvert(const float v1[3], float winmat[4][4], float adr[4]);
void projectverto(const float v1[3], float winmat[4][4], float adr[4]);
int testclip(const float v[3]);
void zbuffer_shadow(struct Render *re, float winmat[4][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity);
void zbuffer_abuf_shadow(struct Render *re, struct LampRen *lar, float winmat[4][4], struct APixstr *APixbuf, struct APixstrand *apixbuf, struct ListBase *apsmbase, int size, int samples, float (*jit)[2]);
void zbuffer_solid(struct RenderPart *pa, struct RenderLayer *rl, void (*fillfunc)(struct RenderPart *, struct ZSpan *, int, void *), void *data);
unsigned short *zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass, struct ListBase *psmlist);
void zbuffer_sss(RenderPart *pa, unsigned int lay, void *handle, void (*func)(void *, int, int, int, int, int));
int zbuffer_strands_abuf(struct Render *re, struct RenderPart *pa, struct APixstrand *apixbuf, struct ListBase *apsmbase, unsigned int lay, int negzmask, float winmat[4][4], int winx, int winy, int sample, float (*jit)[2], float clipcrop, int shadow, struct StrandShadeCache *cache);
typedef struct APixstr {
unsigned short mask[4]; /* jitter mask */
int z[4]; /* distance */
int p[4]; /* index */
int obi[4]; /* object instance */
short shadfac[4]; /* optimize storage for irregular shadow */
struct APixstr *next;
} APixstr;
typedef struct APixstrand {
unsigned short mask[4]; /* jitter mask */
int z[4]; /* distance */
int p[4]; /* index */
int obi[4]; /* object instance */
int seg[4]; /* for strands, segment number */
float u[4], v[4]; /* for strands, u,v coordinate in segment */
struct APixstrand *next;
} APixstrand;
typedef struct APixstrMain {
struct APixstrMain *next, *prev;
void *ps;
} APixstrMain;
/* span fill in method, is also used to localize data for zbuffering */
typedef struct ZSpan {
int rectx, recty; /* range for clipping */
int miny1, maxy1, miny2, maxy2; /* actual filled in range */
const float *minp1, *maxp1, *minp2, *maxp2; /* vertex pointers detect min/max range in */
float *span1, *span2;
float zmulx, zmuly, zofsx, zofsy; /* transform from hoco to zbuf co */
int *rectz, *arectz; /* zbuffers, arectz is for transparent */
int *rectz1; /* secondary z buffer for shadowbuffer (2nd closest z) */
int *rectp; /* polygon index buffer */
int *recto; /* object buffer */
int *rectmask; /* negative zmask buffer */
APixstr *apixbuf, *curpstr; /* apixbuf for transparent */
APixstrand *curpstrand; /* same for strands */
struct ListBase *apsmbase;
int polygon_offset; /* offset in Z */
float shad_alpha; /* copy from material, used by irregular shadbuf */
int mask, apsmcounter; /* in use by apixbuf */
int apstrandmcounter;
float clipcrop; /* for shadow, was in R global before */
void *sss_handle; /* used by sss */
void (*sss_func)(void *, int, int, int, int, int);
void (*zbuffunc)(struct ZSpan *, int, int, const float *, const float *, const float *, const float *);
void (*zbuflinefunc)(struct ZSpan *, int, int, const float *, const float *);
} ZSpan;
/* exported to shadbuf.c */
void zbufclip4(struct ZSpan *zspan, int obi, int zvlnr,
const float f1[4], const float f2[4], const float f3[4], const float f4[4],
const int c1, const int c2, const int c3, const int c4);
void zbuf_free_span(struct ZSpan *zspan);
void freepsA(struct ListBase *lb);
/* to rendercore.c */
void zspan_scanconvert(struct ZSpan *zpan, void *handle, float *v1, float *v2, float *v3,
void (*func)(void *, int, int, float, float) );
/* exported to edge render... */
void zbufclip(struct ZSpan *zspan, int obi, int zvlnr,
const float f1[4], const float f2[4], const float f3[4],
const int c1, const int c2, const int c3);
void zbuf_alloc_span(struct ZSpan *zspan, int rectx, int recty, float clipcrop);
void zbufclipwire(struct ZSpan *zspan, int obi, int zvlnr, int ec,
const float ho1[4], const float ho2[4], const float ho3[4], const float ho4[4],
const int c1, const int c2, const int c3, const int c4);
/* exported to shadeinput.c */
void zbuf_make_winmat(Render *re, float winmat[4][4]);
void zbuf_render_project(float winmat[4][4], const float co[3], float ho[4]);
/* should not really be exposed, bad! */
void hoco_to_zco(ZSpan *zspan, float zco[3], const float hoco[4]);
void zspan_scanconvert_strand(ZSpan *zspan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float, float) );
void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, const float ho1[4], const float ho2[4]);
#endif