diff options
author | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
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committer | Hans Lambermont <hans@lambermont.dyndns.org> | 2002-10-12 15:37:38 +0400 |
commit | 12315f4d0e0ae993805f141f64cb8c73c5297311 (patch) | |
tree | 59b45827cd8293cfb727758989c7a74b40183974 /source/blender/render/extern |
Initial revisionv2.25
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r-- | source/blender/render/extern/include/render.h | 290 | ||||
-rw-r--r-- | source/blender/render/extern/include/render_types.h | 256 |
2 files changed, 546 insertions, 0 deletions
diff --git a/source/blender/render/extern/include/render.h b/source/blender/render/extern/include/render.h new file mode 100644 index 00000000000..0ac9d7e61c8 --- /dev/null +++ b/source/blender/render/extern/include/render.h @@ -0,0 +1,290 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** + * Interface to transform the Blender scene into renderable data. + */ + +#ifndef RENDER_H +#define RENDER_H "$Id$" + +/* ------------------------------------------------------------------------- */ +/* This little preamble might be moved to a separate include. It contains */ +/* some defines that should become functions, and some platform dependency */ +/* fixes. I think it is risky to always include it... */ +/* ------------------------------------------------------------------------- */ + +/* fix for OSA and defmaterial extern */ +#include "BKE_osa_types.h" +#include "DNA_material_types.h" + +#ifdef __cplusplus +extern "C" { +#endif + + +/* For #undefs of stupid windows defines */ +#ifdef WIN32 +#include "BLI_winstuff.h" +#endif + +/* ------------------------------------------------------------------------- */ +/* Types */ +/* Both external and internal types can be placed here. Make sure there are */ +/* no dirty extras in the type files so they can be included without */ +/* problems. If possible, make a note why the include is needed. */ +/* ------------------------------------------------------------------------- */ + +#include "render_types.h" + +/* ------------------------------------------------------------------------- */ +/* Global variables */ +/* These variable are global to the render module, and also externally */ +/* visible. The file where they are defined must be added. */ +/* ------------------------------------------------------------------------- */ + +extern RE_Render R; /* rendercore.c */ +extern Osa O; /* rendercore.c */ +extern Material defmaterial; /* initrender.c */ +extern unsigned short *igamtab1; /* initrender.c */ +extern unsigned short *gamtab; /* initrender.c */ + +struct View3D; + +/* ------------------------------------------------------------------------- */ +/* Function definitions */ +/* */ +/* All functions that need to be externally visible must be declared here. */ +/* Currently, this interface contains 29 functions and 11 callbacks. */ +/* ------------------------------------------------------------------------- */ + + +/* ------------------------------------------------------------------------- */ +/* Needed for the outside world referring to shadowbuffers */ +/* ------------------------------------------------------------------------- */ + +#ifndef RE_SHADOWBUFFERHANDLE +#define RE_SHADOWBUFFERHANDLE +#define RE_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name + RE_DECLARE_HANDLE(RE_ShadowBufferHandle); +#endif + + /** + * Create a new, empty shadow buffer with certain settings. + * + * @param mode 0 is a dummy buffer, 1 is the old buffer for + * c-based shadowing, 2 is the old buffer with c++ refit , 2 is a + * deep buffer + */ + extern RE_ShadowBufferHandle RE_createShadowBuffer(struct LampRen *lar, + float mat[][4], + int mode); + + /** + * Delete a shadow buffer. + * @param shb handle to the buffer to be released + */ + extern void RE_deleteShadowBuffer(RE_ShadowBufferHandle shb); + + + +/* ------------------------------------------------------------------------- */ +/* initrender (14) */ +/* ------------------------------------------------------------------------- */ + +struct View3D; + +/** + * Guarded call to frame renderer? Tests several limits and boundary + * conditions. + * + * @param ogl_render_area The View3D area to use for OpenGL rendering + * (can be NULL unless render R_OGL flag is set) + */ +void RE_initrender(struct View3D *ogl_render_view3d); + +/** + * + */ +void RE_setwindowclip(int mode, int jmode); + +/* + * @param ogl_render_area The View3D area to use for OpenGL rendering + * (can be NULL unless render R_OGL flag is set) + */ +void RE_animrender(struct View3D *ogl_render_view3d); +void RE_free_render_data(void); +void RE_free_filt_mask(void); +void RE_holoview(void); +void RE_init_filt_mask(void); +void RE_init_render_data(void); +void RE_jitterate1(float *jit1, float *jit2, int num, float rad1); +void RE_jitterate2(float *jit1, float *jit2, int num, float rad2); +void RE_make_existing_file(char *name); + +/* ------------------------------------------------------------------------- */ +/* zbuf (2) */ +/* ------------------------------------------------------------------------- */ + +/** + * Converts a world coordinate into a homogenous coordinate in view + * coordinates. (WCS -> HCS) + * Also called in: shadbuf.c render.c radfactors.c + * initrender.c envmap.c editmesh.c + * @param v1 [3 floats] the world coordinate + * @param adr [4 floats] the homogenous view coordinate + */ +void RE_projectverto(float *v1,float *adr); + +/** + * Something about doing radiosity z buffering? + * (called in radfactors.c), hope the RadView is defined already... + * Also called in: radfactors.c + * Note: Uses globals. + * @param radview radiosity view definition + */ + struct RadView; + struct RNode; +void RE_zbufferall_radio(struct RadView *vw, struct RNode **rg_elem, int rg_totelem); + + +/* ------------------------------------------------------------------------- */ +/* envmap (5) */ +/* ------------------------------------------------------------------------- */ + struct EnvMap; + struct Tex; +void RE_free_envmapdata(struct EnvMap *env); +void RE_free_envmap(struct EnvMap *env); +struct EnvMap *RE_add_envmap(void); +/* these two maybe not external? yes, they are, for texture.c */ +struct EnvMap *RE_copy_envmap(struct EnvMap *env); +/* (used in texture.c) */ +int RE_envmaptex(struct Tex *tex, float *texvec, float *dxt, float *dyt); + + /* --------------------------------------------------------------------- */ + /* rendercore (2) */ + /* --------------------------------------------------------------------- */ + float RE_Spec(float inp, int hard); + + /* maybe not external */ + void RE_calc_R_ref(void); + + /* --------------------------------------------------------------------- */ + /* renderdatabase (3) */ + /* --------------------------------------------------------------------- */ + struct VlakRen *RE_findOrAddVlak(int nr); + struct VertRen *RE_findOrAddVert(int nr); + struct HaloRen *RE_findOrAddHalo(int nr); + HaloRen *RE_inithalo(Material *ma, + float *vec, + float *vec1, + float *orco, + float hasize, + float vectsize); + + + /** + * callbacks (11): + * + * If the callbacks aren't set, rendering will still proceed as + * desired, but the concerning functionality will not be enabled. + * + * There need to be better uncoupling between the renderer and + * these functions still! + * */ + + void RE_set_test_break_callback(int (*f)(void)); + + void RE_set_timecursor_callback(void (*f)(int)); + + void RE_set_renderdisplay_callback(void (*f)(int, int, int, int, unsigned int *)); + void RE_set_initrenderdisplay_callback(void (*f)(void)); + void RE_set_clearrenderdisplay_callback(void (*f)(short)); + + void RE_set_printrenderinfo_callback(void (*f)(double,int)); + + void RE_set_getrenderdata_callback(void (*f)(void)); + void RE_set_freerenderdata_callback(void (*f)(void)); + + + /*from renderhelp, should disappear!!! */ + /** Recalculate all normals on renderdata. */ + void set_normalflags(void); + /** + * On loan from zbuf.h: + * Tests whether the first three coordinates should be clipped + * wrt. the fourth component. Bits 1 and 2 test on x, 3 and 4 test on + * y, 5 and 6 test on z: + * xyz > test => set first bit (01), + * xyz < -test => set second bit (10), + * xyz == test => reset both bits (00). + * Note: functionality is duplicated from an internal function + * Also called in: initrender.c, radfactors.c + * @param v [4 floats] a coordinate + * @return a vector of bitfields + */ + int RE_testclip(float *v); + + /* patch for the external if, to support the split for the ui */ + void RE_addalphaAddfac(char *doel, char *bron, char addfac); + void RE_sky(char *col); + void RE_renderflare(struct HaloRen *har); + /** + * Shade the pixel at xn, yn for halo har, and write the result to col. + * Also called in: previewrender.c + * @param har The halo to be rendered on this location + * @param col [unsigned int 3] The destination colour vector + * @param zz Some kind of distance + * @param dist Square of the distance of this coordinate to the halo's center + * @param x [f] Pixel x relative to center + * @param y [f] Pixel y relative to center + * @param flarec Flare counter? Always har->flarec... + */ + void RE_shadehalo(struct HaloRen *har, + char *col, + unsigned int zz, + float dist, + float x, + float y, + short flarec); + +/***/ + +/* haloren->type: flags */ + +#define HA_ONLYSKY 1 +#define HA_VECT 2 +#define HA_XALPHA 4 +#define HA_FLARECIRC 8 + +#ifdef __cplusplus +} +#endif + +#endif /* RENDER_H */ diff --git a/source/blender/render/extern/include/render_types.h b/source/blender/render/extern/include/render_types.h new file mode 100644 index 00000000000..6ed2eafba21 --- /dev/null +++ b/source/blender/render/extern/include/render_types.h @@ -0,0 +1,256 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL 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. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** + */ + +#ifndef RENDER_TYPES_H +#define RENDER_TYPES_H "$Id$" + +#include "DNA_scene_types.h" +#include "DNA_world_types.h" +/* ------------------------------------------------------------------------- */ + +/* Definitely weird: this equals 1<<21... so wtf?*/ +#define MAXVERT (2<<20) +#define MAXVLAK (2<<20) + + +/* This is needed to not let VC choke on near and far... old + * proprietary MS extensions... */ +#ifdef WIN32 +#undef near +#undef far +#define near clipsta +#define far clipend +#endif + +/* ------------------------------------------------------------------------- */ + +typedef struct RE_Render +{ + float co[3]; + float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3]; + float itot, i, ic, rgb, norm; + float vn[3], view[3], *vno, refcol[4]; + + float grvec[3], inprz, inprh; + float imat[3][3]; + + float viewmat[4][4], viewinv[4][4]; + float persmat[4][4], persinv[4][4]; + float winmat[4][4]; + + short flag, osatex, osa, rt; + /** + * Screen sizes and positions, in pixels + */ + short xstart, xend, ystart, yend, afmx, afmy; + short rectx; /* Picture width - 1, normally xend - xstart. */ + short recty; /* picture height - 1, normally yend - ystart. */ + + /** + * Distances and sizes in world coordinates nearvar, farvar were + * near and far, but VC in cpp mode chokes on it :( */ + float near; /* near clip distance */ + float far; /* far clip distance */ + float ycor, zcor, pixsize, viewfac; + + + /* These three need to be 'handlerized'. Not an easy task... */ +/* RE_RenderDataHandle r; */ + RenderData r; + World wrld; + ListBase parts; + + int totvlak, totvert, tothalo, totlamp; + + /* internal: these two are a sort of cache for the render pipe */ + struct VlakRen *vlr; + int vlaknr; + + /* external */ + struct Material *mat, *matren; + /* internal, fortunately */ + struct LampRen **la; + struct VlakRen **blovl; + struct VertRen **blove; + struct HaloRen **bloha; + + unsigned int *rectaccu; + unsigned int *rectz; /* z buffer: distance buffer */ + unsigned int *rectf1, *rectf2; + unsigned int *rectot; /* z buffer: face index buffer, recycled as colour buffer! */ + unsigned int *rectspare; /* */ + /* for 8 byte systems! */ + long *rectdaps; + + short win, winpos, winx, winy, winxof, winyof; + short winpop, displaymode, sparex, sparey; + + /* Not sure what these do... But they're pointers, so good for handlerization */ + struct Image *backbuf, *frontbuf; + /* backbuf is an image that drawn as background */ + +} RE_Render; + +/* ------------------------------------------------------------------------- */ + +/** + * Part as in part-rendering. An image rendered in parts is rendered + * to a list of parts, with x,y size, and a pointer to the render + * output stored per part. Internal! + */ +typedef struct Part +{ + struct Part *next, *prev; + unsigned int *rect; + short x, y; +} Part; + +typedef struct ShadBuf { + short samp, shadhalostep; + float persmat[4][4]; + float viewmat[4][4]; + float winmat[4][4]; + float *jit; + float d,far,pixsize,soft; + int co[3]; + int size,bias; + unsigned long *zbuf; + char *cbuf; +} ShadBuf; + +/* ------------------------------------------------------------------------- */ + +typedef struct VertRen +{ + float co[3]; + float n[3]; + float ho[4]; + float *orco; + float *sticky; + void *svert; /* smooth vert, only used during initrender */ + short clip, texofs; /* texofs= flag */ +} VertRen; + +/* ------------------------------------------------------------------------- */ + +struct halosort { + struct HaloRen *har; + unsigned int z; +}; + +/* ------------------------------------------------------------------------- */ +struct Material; +struct MFace; +struct TFace; + +typedef struct VlakRen +{ + struct VertRen *v1, *v2, *v3, *v4; + float n[3], len; + struct Material *mat; + struct MFace *mface; + struct TFace *tface; + unsigned int *vcol; + char snproj, puno; + char flag, ec; + unsigned int lay; +} VlakRen; + + +typedef struct HaloRen +{ + float alfa, xs, ys, rad, radsq, sin, cos, co[3], no[3]; + unsigned int zs, zd; + unsigned int zBufDist;/* depth in the z-buffer coordinate system */ + short miny, maxy; + short hard, b, g, r; + char starpoints, add, type, tex; + char linec, ringc, seed; + short flarec; /* used to be a char. why ?*/ + float hasize; + int pixels; + unsigned int lay; + struct Material *mat; +} HaloRen; + +struct LampRen; +struct MTex; + +/** + * For each lamp in a scene, a LampRen is created. It determines the + * properties of a lightsource. + */ +typedef struct LampRen +{ + float xs, ys, dist; + float co[3]; + short type, mode; + float r, g, b; + float energy, haint; + int lay; + float spotsi,spotbl; + float vec[3]; + float xsp, ysp, distkw, inpr; + float halokw, halo; + float ld1,ld2; + + /* copied from Lamp, to decouple more rendering stuff */ + /** Size of the shadowbuffer */ + short bufsize; + /** Number of samples for the shadows */ + short samp; + /** Softness factor for shadow */ + float soft; + /** shadow plus halo: detail level */ + short shadhalostep; + /** Near clip of the lamp */ + float clipsta; + /** Far clip of the lamp */ + float clipend; + /** A small depth offset to prevent self-shadowing. */ + float bias; + + /** If the lamp casts shadows, one of these is filled. For the old + * renderer, shb is used, for the new pipeline the shadowBufOb, + * which should be a shadowbuffer handle. */ + struct ShadBuf *shb; + void* shadowBufOb; + + float imat[3][3]; + float spottexfac; + float sh_invcampos[3], sh_zfac; /* sh_= spothalo */ + + struct LampRen *org; + struct MTex *mtex[8]; +} LampRen; + +#endif /* RENDER_TYPES_H */ |