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Diffstat (limited to 'source/blender/render/extern/include/render_types.h')
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+/**
+ * $Id$
+ *
+ * ***** 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 */