feature. It doesn't render preview yet... for that we have to fix preview system.
		
			
				
	
	
		
			115 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * rendercore_ext.h
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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 RENDERCORE_H
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#define RENDERCORE_H 
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#include "render_types.h"
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/* vector defines */
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#define CROSS(dest, a, b)		dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
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#define VECMUL(dest, f)			dest[0]*= f; dest[1]*= f; dest[2]*= f
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struct HaloRen;
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struct ShadeInput;
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struct ShadeResult;
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/* ------------------------------------------------------------------------- */
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/* to make passing on variables to shadepixel() easier */
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typedef struct ShadePixelInfo {
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	int thread;
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	int layflag, passflag;
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	unsigned int lay;
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	ShadeResult shr;
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} ShadePixelInfo;
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typedef struct PixStr
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{
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	struct PixStr *next;
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	int facenr, z;
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	unsigned short mask, amount;
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} PixStr;
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typedef struct PixStrMain
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{
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	struct PixStrMain *next, *prev;
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	struct PixStr *ps;
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	int counter;
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} PixStrMain;
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/* ------------------------------------------------------------------------- */
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void	calc_view_vector(float *view, float x, float y);
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float   mistfactor(float zcor, float *co);	/* dist and height, return alpha */
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void	add_halo_flare(Render *re);
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void	shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
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void	shade_color(struct ShadeInput *shi, ShadeResult *shr);
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void	shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
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float	fresnel_fac(float *view, float *vn, float fresnel, float fac);
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void	calc_R_ref(struct ShadeInput *shi);
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/* for nodes */
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void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
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void zbufshade(void);
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void zbufshadeDA(void);	/* Delta Accum Pixel Struct */
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void *shadepixel(ShadePixelInfo *shpi, float x, float y, int z, volatile int facenr, int mask, float *rco);
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int count_mask(unsigned short mask);
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void zbufshade_tile(struct RenderPart *pa);
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void zbufshadeDA_tile(struct RenderPart *pa);
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/* -------- ray.c ------- */
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extern void freeoctree(Render *re);
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extern void makeoctree(Render *re);
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extern void ray_shadow(ShadeInput *, LampRen *, float *);
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extern void ray_trace(ShadeInput *, ShadeResult *);
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extern void ray_ao(ShadeInput *, float *);
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extern void init_jitter_plane(LampRen *lar);
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extern void init_ao_sphere(float *sphere, int tot, int iter);
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#endif /* RENDER_EXT_H */
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