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Diffstat (limited to 'source/blender/render/intern/include/RE_basicShadowBuffer.h')
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diff --git a/source/blender/render/intern/include/RE_basicShadowBuffer.h b/source/blender/render/intern/include/RE_basicShadowBuffer.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 RE_BASICSHADOWBUFFER_H
+#define RE_BASICSHADOWBUFFER_H
+
+#include "RE_ShadowBuffer.h"
+
+struct LampRen;
+struct Lamp;
+
+class RE_BasicShadowBuffer : public RE_ShadowBuffer {
+
+ private:
+
+ void lrectreadRectz(int x1, int y1, int x2, int y2, char *r1);
+ int sizeoflampbuf(struct ShadBuf *shb);
+ int firstreadshadbuf(struct ShadBuf *shb, int xs, int ys, int nr);
+ float readshadowbuf(struct ShadBuf *shb, int xs, int ys, int zs);
+ float readshadowbuf_halo(struct ShadBuf *shb, int xs, int ys, int zs);
+ float *give_jitter_tab(int samp);
+
+ int bias;
+
+ public:
+ /**
+ * Make a shadow buffer from these settings
+ */
+ RE_BasicShadowBuffer(struct LampRen *lar, float mat[][4]);
+
+ /**
+ * Delete and clear this buffer
+ */
+ virtual ~RE_BasicShadowBuffer(void);
+
+ /**
+ * Calculates shadowbuffers for a vector of shadow-giving lamps
+ * @param lar The vector of lamps
+ */
+ void importScene(LampRen *lar);
+
+ /**
+ * Determines the shadow factor for a face and lamp. There is some
+ * communication with global variables here.
+ * @param shadres The RGB shadow factors: 1.0 for no shadow, 0.0 for complete
+ * shadow. There must be a float[3] to write the result to.
+ * @param shb The shadowbuffer to find the shadow factor in.
+ * @param inp The inproduct between viewvector and ?
+ *
+ */
+ virtual void readShadowValue(struct ShadBuf *shb,
+ float inp,
+ float* shadowResult);
+
+ /**
+ * Determines the shadow factor for lamp <lar>, between <p1>
+ * and <p2>. (Which CS?)
+ */
+ float shadow_halo(LampRen *lar, float *p1, float *p2);
+
+};
+
+#endif /* RE_BASICSHADOWBUFFER_H */
+
+