This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/render/intern/include/shadbuf.h
Campbell Barton f8ce24f796 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 22:12:49 +11:00

112 lines
3.6 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __SHADBUF_H__
#define __SHADBUF_H__
/** \file blender/render/intern/include/shadbuf.h
* \ingroup render
*/
#include "render_types.h"
/**
* Calculates shadowbuffers for a vector of shadow-giving lamps
* \param lar: The vector of lamps
*/
void makeshadowbuf(struct Render *re, LampRen *lar);
void freeshadowbuf(struct LampRen *lar);
void threaded_makeshadowbufs(struct Render *re);
/**
* Determines the shadow factor for a face and lamp. There is some
* communication with global variables here.
* \return The shadow factors: 1.0 for no shadow, 0.0 for complete
* shadow.
* \param shb: The shadowbuffer to find the shadow factor in.
* \param inp: The inproduct between viewvector and ?
*
*/
float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias);
/**
* Determines the shadow factor for lamp \a lar, between \a p1 and \a p2. (Which CS?)
*/
float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]);
/**
* Irregular shadowbuffer
*/
struct APixstr;
struct MemArena;
void ISB_create(RenderPart *pa, struct APixstr *apixbuf);
void ISB_free(RenderPart *pa);
float ISB_getshadow(ShadeInput *shi, ShadBuf *shb);
/* data structures have to be accessible both in camview(x, y) as in lampview(x, y) */
/* since they're created per tile rendered, speed goes over memory requirements */
/* buffer samples, allocated in camera buffer and pointed to in lampbuffer nodes */
typedef struct ISBSample {
float zco[3]; /* coordinate in lampview projection */
short *shadfac; /* initialized zero = full lighted */
int obi; /* object for face lookup */
int facenr; /* index in faces list */
} ISBSample;
/* transparent version of buffer sample */
typedef struct ISBSampleA {
float zco[3]; /* coordinate in lampview projection */
short *shadfac; /* NULL = full lighted */
int obi; /* object for face lookup */
int facenr; /* index in faces list */
struct ISBSampleA *next; /* in end, we want the first items to align with ISBSample */
} ISBSampleA;
/* used for transparent storage only */
typedef struct ISBShadfacA {
struct ISBShadfacA *next;
int obi;
int facenr;
float shadfac;
} ISBShadfacA;
/* What needs to be stored to evaluate shadow, for each thread in ShadBuf */
typedef struct ISBData {
short *shadfacs; /* simple storage for solid only */
ISBShadfacA **shadfaca;
struct MemArena *memarena;
int minx, miny, rectx, recty; /* copy from part disprect */
} ISBData;
#endif /* __SHADBUF_H__ */