Blender  V2.59
rendercore.h
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00001 /*
00002  * rendercore_ext.h
00003  *
00004  * $Id: rendercore.h 35233 2011-02-27 19:31:27Z jesterking $
00005  *
00006  * ***** BEGIN GPL LICENSE BLOCK *****
00007  *
00008  * This program is free software; you can redistribute it and/or
00009  * modify it under the terms of the GNU General Public License
00010  * as published by the Free Software Foundation; either version 2
00011  * of the License, or (at your option) any later version.
00012  *
00013  * This program is distributed in the hope that it will be useful,
00014  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00015  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016  * GNU General Public License for more details.
00017  *
00018  * You should have received a copy of the GNU General Public License
00019  * along with this program; if not, write to the Free Software Foundation,
00020  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00021  *
00022  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00023  * All rights reserved.
00024  *
00025  * The Original Code is: all of this file.
00026  *
00027  * Contributor(s): none yet.
00028  *
00029  * ***** END GPL LICENSE BLOCK *****
00030  */
00031 
00037 #ifndef RENDERCORE_H
00038 #define RENDERCORE_H 
00039 
00040 #include "render_types.h"
00041 
00042 
00043 /* vector defines */
00044 
00045 #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]; }
00046 #define VECMUL(dest, f)                 { dest[0]*= f; dest[1]*= f; dest[2]*= f; }
00047 
00048 struct HaloRen;
00049 struct ShadeInput;
00050 struct ShadeResult;
00051 struct World;
00052 struct RenderPart;
00053 struct RenderLayer;
00054 struct ObjectRen;
00055 struct ListBase;
00056 struct RayObject;
00057 
00058 /* ------------------------------------------------------------------------- */
00059 
00060 typedef struct PixStr
00061 {
00062         struct PixStr *next;
00063         int obi, facenr, z, maskz;
00064         unsigned short mask;
00065         short shadfac;
00066 } PixStr;
00067 
00068 typedef struct PixStrMain
00069 {
00070         struct PixStrMain *next, *prev;
00071         struct PixStr *ps;
00072         int counter;
00073 } PixStrMain;
00074 
00075 /* ------------------------------------------------------------------------- */
00076 
00077 
00078 void    calc_view_vector(float *view, float x, float y);
00079 float   mistfactor(float zcor, float *co);      /* dist and height, return alpha */
00080 
00081 void    renderspothalo(struct ShadeInput *shi, float *col, float alpha);
00082 void    add_halo_flare(Render *re);
00083 
00084 void calc_renderco_zbuf(float *co, float *view, int z);
00085 void calc_renderco_ortho(float *co, float x, float y, int z);
00086 
00087 int count_mask(unsigned short mask);
00088 
00089 void zbufshade(void);
00090 void zbufshadeDA(void); /* Delta Accum Pixel Struct */
00091 
00092 void zbufshade_tile(struct RenderPart *pa);
00093 void zbufshadeDA_tile(struct RenderPart *pa);
00094 
00095 void zbufshade_sss_tile(struct RenderPart *pa);
00096 
00097 int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
00098 
00099 
00100 /* -------- ray.c ------- */
00101 
00102 extern void freeraytree(Render *re);
00103 extern void makeraytree(Render *re);
00104 struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi);
00105 
00106 extern void ray_shadow(ShadeInput *, LampRen *, float *);
00107 extern void ray_trace(ShadeInput *, ShadeResult *);
00108 extern void ray_ao(ShadeInput *, float *, float *);
00109 extern void init_jitter_plane(LampRen *lar);
00110 extern void init_ao_sphere(struct World *wrld);
00111 extern void init_render_qmcsampler(Render *re);
00112 extern void free_render_qmcsampler(Render *re);
00113 
00114 #endif /* RENDER_EXT_H */
00115