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Diffstat (limited to 'source/blender/render/intern/source/renderPreAndPost.c')
-rw-r--r--source/blender/render/intern/source/renderPreAndPost.c94
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
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+++ b/source/blender/render/intern/source/renderPreAndPost.c
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+/**
+ *
+ * ***** 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 */