Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance.
110 lines
3.0 KiB
C++
110 lines
3.0 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 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., 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 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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struct World;
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struct RenderPart;
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struct RenderLayer;
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struct ObjectRen;
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struct ListBase;
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/* ------------------------------------------------------------------------- */
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typedef struct PixStr
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{
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struct PixStr *next;
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int obi, facenr, z, maskz;
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unsigned short mask;
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short shadfac;
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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 renderspothalo(struct ShadeInput *shi, float *col, float alpha);
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void add_halo_flare(Render *re);
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void calc_renderco_zbuf(float *co, float *view, int z);
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void calc_renderco_ortho(float *co, float x, float y, int z);
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int count_mask(unsigned short mask);
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void zbufshade(void);
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void zbufshadeDA(void); /* Delta Accum Pixel Struct */
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void zbufshade_tile(struct RenderPart *pa);
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void zbufshadeDA_tile(struct RenderPart *pa);
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void zbufshade_sss_tile(struct RenderPart *pa);
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int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
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/* -------- ray.c ------- */
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extern void freeraytree(Render *re);
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extern void makeraytree(Render *re);
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RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi);
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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 *, float *);
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extern void init_jitter_plane(LampRen *lar);
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extern void init_ao_sphere(struct World *wrld);
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extern void init_render_qmcsampler(Render *re);
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extern void free_render_qmcsampler(Render *re);
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#endif /* RENDER_EXT_H */
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