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Diffstat (limited to 'source/blender/render/intern/include/pixelshading.h')
-rw-r--r--source/blender/render/intern/include/pixelshading.h122
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diff --git a/source/blender/render/intern/include/pixelshading.h b/source/blender/render/intern/include/pixelshading.h
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+/*
+ * pixelshading.h
+ *
+ * These functions determine what actual colour a pixel will have.
+ *
+ * $Id$
+ *
+ * ***** 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 PIXELSHADING_H
+#define PIXELSHADING_H
+
+/* ------------------------------------------------------------------------- */
+
+#include "render.h"
+#include "vanillaRenderPipe_types.h"
+/* ------------------------------------------------------------------------- */
+
+/**
+ * Render the pixel at (x,y) for object ap. Apply the jitter mask.
+ * Output is given in float collector[4]. The type vector:
+ * t[0] - min. distance
+ * t[1] - face/halo index
+ * t[2] - jitter mask
+ * t[3] - type ZB_POLY or ZB_HALO
+ * t[4] - max. distance
+ * @return pointer to the object
+ */
+void *renderPixel(float x, float y, int *t);
+
+/**
+ * Spothalos on otherwise empty pixels.
+ */
+void renderSpotHaloPixel(float x, float y, float* colbuf);
+
+/**
+ * Set the sky blending to the indicated type.
+ */
+void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
+
+/**
+ * Get the sky blending mode.
+ */
+enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
+/**
+ * Render the sky at pixel (x, y).
+ */
+void renderSkyPixelFloat(float x, float y);
+
+/* ------------------------------------------------------------------------- */
+/* All these are supposed to be internal. I should move these to a separate */
+/* header. */
+
+/**
+ * Determine colour for pixel at SCS x,y for face <vlaknr>. Result end up in
+ * <collector>
+ * @return pointer to this object's VlakRen
+ */
+void *renderFacePixel(float x, float y, int vlaknr);
+
+/**
+ * Render this pixel for halo haloNr. Leave result in <collector>.
+ * @return pointer to this object's HaloRen
+ */
+void *renderHaloPixel(float x, float y, int haloNr);
+
+/**
+ * Shade the halo at the given location
+ */
+void shadeHaloFloat(HaloRen *har, float *col, unsigned int zz,
+ float dist, float xn, float yn, short flarec);
+
+/**
+ * Shade a sky pixel on a certain line, into collector[4]
+ * The x-coordinate (y as well, actually) are communicated through
+ * R.view[3]
+ */
+void shadeSkyPixel(float x, float y);
+
+void shadeSpotHaloPixelFloat(float *col);
+void spotHaloFloat(struct LampRen *lar, float *view, float *intens);
+void shadeLampLusFloat(void);
+
+/* this should be replaced by shadeSpotHaloPixelFloat(), but there's */
+/* something completely fucked up here with the arith. */
+/* void renderspothaloFix(unsigned short *col); */
+void renderspothaloFix(float *col);
+
+/* used by shadeSkyPixel: */
+void shadeSkyPixelFloat(float y);
+void fillBackgroundImage(float x, float y);
+
+/* ------------------------------------------------------------------------- */
+
+#endif