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Diffstat (limited to 'source/blender/render/intern/include/zbuf.h')
-rw-r--r--source/blender/render/intern/include/zbuf.h35
1 files changed, 21 insertions, 14 deletions
diff --git a/source/blender/render/intern/include/zbuf.h b/source/blender/render/intern/include/zbuf.h
index 0d88d40e7ac..5f1aa5679bf 100644
--- a/source/blender/render/intern/include/zbuf.h
+++ b/source/blender/render/intern/include/zbuf.h
@@ -35,6 +35,7 @@ struct RenderLayer;
struct LampRen;
struct VlakRen;
struct ListBase;
+struct ZSpan;
void fillrect(int *rect, int x, int y, int val);
@@ -46,19 +47,20 @@ void projectvert(float *v1, float winmat[][4], float *adr);
void projectverto(float *v1, float winmat[][4], float *adr);
int testclip(float *v);
-void set_part_zbuf_clipflag(struct RenderPart *pa);
-void zbuffer_shadow(struct Render *re, struct LampRen *lar, int *rectz, int size, float jitx, float jity);
-void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag);
+void zbuffer_shadow(struct Render *re, float winmat[][4], struct LampRen *lar, int *rectz, int size, float jitx, float jity);
+void zbuffer_solid(struct RenderPart *pa, unsigned int layer, short layflag, void (*fillfunc)(struct RenderPart*, struct ZSpan*, int, void*), void *data);
+
unsigned short *zbuffer_transp_shade(struct RenderPart *pa, struct RenderLayer *rl, float *pass);
unsigned short *zbuffer_strands_shade(struct Render *re, struct RenderPart *pa, struct RenderLayer *rl, float *pass);
void convert_zbuf_to_distbuf(struct RenderPart *pa, struct RenderLayer *rl);
-void zbuffer_sss(RenderPart *pa, unsigned int lay, void *handle, void (*func)(void *, int, int, int, int));
+void zbuffer_sss(RenderPart *pa, unsigned int lay, void *handle, void (*func)(void*, int, int, int, int, int));
typedef struct APixstr {
- unsigned short mask[4]; /* jitter mask */
- int z[4]; /* distance */
- int p[4]; /* index */
- short shadfac[4]; /* optimize storage for irregular shadow */
+ unsigned short mask[4]; /* jitter mask */
+ int z[4]; /* distance */
+ int p[4]; /* index */
+ int obi[4]; /* object instance */
+ short shadfac[4]; /* optimize storage for irregular shadow */
struct APixstr *next;
} APixstr;
@@ -81,6 +83,7 @@ typedef struct ZSpan {
int *rectz, *arectz; /* zbuffers, arectz is for transparant */
int *rectz1; /* seconday z buffer for shadowbuffer (2nd closest z) */
int *rectp; /* polygon index buffer */
+ int *recto; /* object buffer */
APixstr *apixbuf, *curpstr; /* apixbuf for transparent */
struct ListBase *apsmbase;
@@ -89,24 +92,28 @@ typedef struct ZSpan {
int mask, apsmcounter; /* in use by apixbuf */
void *sss_handle; /* used by sss */
- void (*sss_func)(void *, int, int, int, int);
+ void (*sss_func)(void *, int, int, int, int, int);
- void (*zbuffunc)(struct ZSpan *, int, float *, float *, float *, float *);
- void (*zbuflinefunc)(struct ZSpan *, int, float *, float *);
+ void (*zbuffunc)(struct ZSpan *, int, int, float *, float *, float *, float *);
+ void (*zbuflinefunc)(struct ZSpan *, int, int, float *, float *);
} ZSpan;
/* exported to shadbuf.c */
-void zbufclip4(struct ZSpan *zspan, int zvlnr, float *f1, float *f2, float *f3, float *f4, int c1, int c2, int c3, int c4);
+void zbufclip4(struct ZSpan *zspan, int obi, int zvlnr, float *f1, float *f2, float *f3, float *f4, int c1, int c2, int c3, int c4);
void zbuf_free_span(struct ZSpan *zspan);
/* to rendercore.c */
void zspan_scanconvert(struct ZSpan *zpan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float) );
/* exported to edge render... */
-void zbufclip(struct ZSpan *zspan, int zvlnr, float *f1, float *f2, float *f3, int c1, int c2, int c3);
+void zbufclip(struct ZSpan *zspan, int obi, int zvlnr, float *f1, float *f2, float *f3, int c1, int c2, int c3);
void zbuf_alloc_span(struct ZSpan *zspan, int rectx, int recty);
-void zbufclipwire(struct ZSpan *zspan, int zvlnr, struct VlakRen *vlr);
+void zbufclipwire(struct ZSpan *zspan, int obi, int zvlnr, int ec, float *ho1, float *ho2, float *ho3, float *ho4, int c1, int c2, int c3, int c4);
+
+/* exported to shadeinput.c */
+void zbuf_make_winmat(Render *re, float duplimat[][4], float winmat[][4]);
+void zbuf_render_project(float winmat[][4], float *co, float *ho);
#endif