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Diffstat (limited to 'source/blender/render/intern/source/renderPreAndPost.c')
-rw-r--r-- | source/blender/render/intern/source/renderPreAndPost.c | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/renderPreAndPost.c b/source/blender/render/intern/source/renderPreAndPost.c new file mode 100644 index 00000000000..761ac75d430 --- /dev/null +++ b/source/blender/render/intern/source/renderPreAndPost.c @@ -0,0 +1,94 @@ +/** + * + * ***** 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 ***** + * Prepare the scene data for rendering. + * + * $Id$ + */ + +#include "MEM_guardedalloc.h" + +#include "render.h" +#include "render_intern.h" +#include "renderPreAndPost.h" +#include "RE_callbacks.h" + +#include "shadbuf.h" +#include "envmap.h" +#include "renderHelp.h" +#include "shadowBuffer.h" + +/** + * Rotate all objects, make shadowbuffers and environment maps. + */ +void prepareScene() +{ + int a; + + + if(R.rectot) MEM_freeN(R.rectot); + R.rectot= 0; + if(R.rectz) MEM_freeN(R.rectz); + R.rectz= 0; + + RE_local_get_renderdata(); + + /* SCHADUWBUFFER */ + for(a=0; a<R.totlamp; a++) { + if(RE_local_test_break()) break; + /* Again, switch between old and new shadowing system. The + * buffer objects were initially created in + * blenderWorldManipulation.c */ + if (R.r.mode & R_UNIFIED) { + if (R.la[a]->shadowBufOb) { + RE_buildShadowBuffer(R.la[a]->shadowBufOb, + R.la[a]); + } + } else { + if(R.la[a]->shb) makeshadowbuf(R.la[a]); + } + } + + /* ENVIRONMENT MAPS */ + make_envmaps(); +} + +void finalizeScene(void) +{ + /* Among other things, it releases the shadow buffers. */ + RE_local_free_renderdata(); +} + + +void doClipping( void (*projectfunc)(float *, float *) ) +{ + setzbufvlaggen(projectfunc); +} + +/* eof */ |