/* * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel, Clément Foucault. * * ***** END GPL LICENSE BLOCK ***** */ /** \file GPU_lamp.h * \ingroup gpu */ #ifndef __GPU_LAMP_H__ #define __GPU_LAMP_H__ #ifdef __cplusplus extern "C" { #endif struct Scene; struct Object; struct RenderEngineType; typedef struct GPULamp GPULamp; #define MAX_LAMP_DATA 2 typedef struct LampEngineData { void *storage[MAX_LAMP_DATA]; } LampEngineData; LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re); GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par); void GPU_lamp_free(struct Object *ob); void GPU_lamp_engine_data_free(LampEngineData *led); bool GPU_lamp_visible(GPULamp *lamp, struct Material *ma); bool GPU_lamp_has_shadow_buffer(GPULamp *lamp); void GPU_lamp_update_buffer_mats(GPULamp *lamp); void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]); void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp); int GPU_lamp_shadow_buffer_type(GPULamp *lamp); int GPU_lamp_shadow_bind_code(GPULamp *lamp); float *GPU_lamp_dynpersmat(GPULamp *lamp); void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]); void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy); void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2, float coeff_const, float coeff_lin, float coeff_quad); void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend); int GPU_lamp_shadow_layer(GPULamp *lamp); #ifdef __cplusplus } #endif #endif /* __GPU_LAMP_H__ */