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Diffstat (limited to 'source/blender/render/extern/include')
-rw-r--r--source/blender/render/extern/include/render.h290
-rw-r--r--source/blender/render/extern/include/render_types.h256
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 */