Blender  V2.59
shading.h
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00001 /*
00002 * $Id: shading.h 36594 2011-05-10 13:11:36Z campbellbarton $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2006 Blender Foundation
00021  * All rights reserved.
00022  *
00023  * ***** END GPL LICENSE BLOCK *****
00024  */
00025 
00031 struct ShadeInput;
00032 struct ShadeResult;
00033 struct RenderPart;
00034 struct RenderLayer;
00035 struct PixStr;
00036 struct LampRen;
00037 struct VlakRen;
00038 struct StrandSegment;
00039 struct StrandPoint;
00040 struct ObjectInstanceRen;
00041 struct Isect;
00042 
00043 /* shadeinput.c */
00044 
00045 #define RE_MAX_OSA 16
00046 
00047 /* needed to calculate shadow and AO for an entire pixel */
00048 typedef struct ShadeSample {
00049         int tot;                                                /* amount of shi in use, can be 1 for not FULL_OSA */
00050         
00051         RenderLayer *rlpp[RE_MAX_OSA];  /* fast lookup from sample to renderlayer (fullsample buf) */
00052         
00053         /* could be malloced once */
00054         ShadeInput shi[RE_MAX_OSA];
00055         ShadeResult shr[RE_MAX_OSA];
00056 } ShadeSample;
00057 
00058 
00059         /* also the node shader callback */
00060 void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00061 void shade_volume_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00062 
00063 void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
00064 void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
00065 void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
00066 void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco);
00067 void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
00068 void shade_input_set_uv(struct ShadeInput *shi);
00069 void shade_input_set_normals(struct ShadeInput *shi);
00070 void shade_input_set_vertex_normals(struct ShadeInput *shi);
00071 void shade_input_flip_normals(struct ShadeInput *shi);
00072 void shade_input_set_shade_texco(struct ShadeInput *shi);
00073 void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
00074 void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);
00075 void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr);
00076 
00077 void shade_input_init_material(struct ShadeInput *shi);
00078 void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample);
00079 
00080 void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl);
00081 void shade_samples_do_AO(struct ShadeSample *ssamp);
00082 void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
00083 int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
00084 
00085 void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3);
00086 
00087 void    calc_R_ref(struct ShadeInput *shi);
00088 
00089 
00090 /* shadeoutput. */
00091 void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00092 
00093 void shade_color(struct ShadeInput *shi, ShadeResult *shr);
00094 
00095 void ambient_occlusion(struct ShadeInput *shi);
00096 void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr);
00097 
00098 ListBase *get_lights(struct ShadeInput *shi);
00099 float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist);
00100 void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real);
00101 
00102 float   fresnel_fac(float *view, float *vn, float fresnel, float fac);
00103 
00104 /* rayshade.c */
00105 extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);