112 lines
3.6 KiB
C++
112 lines
3.6 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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#ifndef __SHADBUF_H__
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#define __SHADBUF_H__
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/** \file blender/render/intern/include/shadbuf.h
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* \ingroup render
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*/
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#include "render_types.h"
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/**
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* Calculates shadowbuffers for a vector of shadow-giving lamps
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* \param lar: The vector of lamps
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*/
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void makeshadowbuf(struct Render *re, LampRen *lar);
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void freeshadowbuf(struct LampRen *lar);
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void threaded_makeshadowbufs(struct Render *re);
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/**
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* Determines the shadow factor for a face and lamp. There is some
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* communication with global variables here.
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* \return The shadow factors: 1.0 for no shadow, 0.0 for complete
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* shadow.
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* \param shb: The shadowbuffer to find the shadow factor in.
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* \param inp: The inproduct between viewvector and ?
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*
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*/
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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);
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/**
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* Determines the shadow factor for lamp \a lar, between \a p1 and \a p2. (Which CS?)
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*/
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float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]);
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/**
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* Irregular shadowbuffer
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*/
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struct APixstr;
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struct MemArena;
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void ISB_create(RenderPart *pa, struct APixstr *apixbuf);
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void ISB_free(RenderPart *pa);
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float ISB_getshadow(ShadeInput *shi, ShadBuf *shb);
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/* data structures have to be accessible both in camview(x, y) as in lampview(x, y) */
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/* since they're created per tile rendered, speed goes over memory requirements */
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/* buffer samples, allocated in camera buffer and pointed to in lampbuffer nodes */
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typedef struct ISBSample {
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float zco[3]; /* coordinate in lampview projection */
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short *shadfac; /* initialized zero = full lighted */
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int obi; /* object for face lookup */
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int facenr; /* index in faces list */
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} ISBSample;
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/* transparent version of buffer sample */
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typedef struct ISBSampleA {
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float zco[3]; /* coordinate in lampview projection */
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short *shadfac; /* NULL = full lighted */
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int obi; /* object for face lookup */
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int facenr; /* index in faces list */
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struct ISBSampleA *next; /* in end, we want the first items to align with ISBSample */
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} ISBSampleA;
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/* used for transparent storage only */
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typedef struct ISBShadfacA {
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struct ISBShadfacA *next;
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int obi;
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int facenr;
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float shadfac;
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} ISBShadfacA;
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/* What needs to be stored to evaluate shadow, for each thread in ShadBuf */
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typedef struct ISBData {
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short *shadfacs; /* simple storage for solid only */
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ISBShadfacA **shadfaca;
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struct MemArena *memarena;
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int minx, miny, rectx, recty; /* copy from part disprect */
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} ISBData;
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#endif /* __SHADBUF_H__ */
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