/** * $Id$ * * ***** 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 ***** * Interface to transform the Blender scene into renderable data. */ #ifndef RENDER_H #define RENDER_H "$Id$" /* ------------------------------------------------------------------------- */ /* This little preamble might be moved to a separate include. It contains */ /* some defines that should become functions, and some platform dependency */ /* fixes. I think it is risky to always include it... */ /* ------------------------------------------------------------------------- */ /* fix for OSA and defmaterial extern */ #include "BKE_osa_types.h" #include "DNA_material_types.h" #ifdef __cplusplus extern "C" { #endif /* For #undefs of stupid windows defines */ #ifdef WIN32 #include "BLI_winstuff.h" #endif /* ------------------------------------------------------------------------- */ /* Types */ /* Both external and internal types can be placed here. Make sure there are */ /* no dirty extras in the type files so they can be included without */ /* problems. If possible, make a note why the include is needed. */ /* ------------------------------------------------------------------------- */ #include "render_types.h" /* ------------------------------------------------------------------------- */ /* Global variables */ /* These variable are global to the render module, and also externally */ /* visible. The file where they are defined must be added. */ /* ------------------------------------------------------------------------- */ extern RE_Render R; /* rendercore.c */ extern Osa O; /* rendercore.c */ extern Material defmaterial; /* initrender.c */ extern unsigned short *igamtab1; /* initrender.c */ extern unsigned short *gamtab; /* initrender.c */ struct View3D; /* ------------------------------------------------------------------------- */ /* Function definitions */ /* */ /* All functions that need to be externally visible must be declared here. */ /* Currently, this interface contains 29 functions and 11 callbacks. */ /* ------------------------------------------------------------------------- */ /* ------------------------------------------------------------------------- */ /* Needed for the outside world referring to shadowbuffers */ /* ------------------------------------------------------------------------- */ #ifndef RE_SHADOWBUFFERHANDLE #define RE_SHADOWBUFFERHANDLE #define RE_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name RE_DECLARE_HANDLE(RE_ShadowBufferHandle); #endif /** * Create a new, empty shadow buffer with certain settings. * * @param mode 0 is a dummy buffer, 1 is the old buffer for * c-based shadowing, 2 is the old buffer with c++ refit , 2 is a * deep buffer */ extern RE_ShadowBufferHandle RE_createShadowBuffer(struct LampRen *lar, float mat[][4], int mode); /** * Delete a shadow buffer. * @param shb handle to the buffer to be released */ extern void RE_deleteShadowBuffer(RE_ShadowBufferHandle shb); /* ------------------------------------------------------------------------- */ /* initrender (14) */ /* ------------------------------------------------------------------------- */ struct View3D; /** * Guarded call to frame renderer? Tests several limits and boundary * conditions. * * @param ogl_render_area The View3D area to use for OpenGL rendering * (can be NULL unless render R_OGL flag is set) */ void RE_initrender(struct View3D *ogl_render_view3d); /** * */ void RE_setwindowclip(int mode, int jmode); /* * @param ogl_render_area The View3D area to use for OpenGL rendering * (can be NULL unless render R_OGL flag is set) */ void RE_animrender(struct View3D *ogl_render_view3d); void RE_free_render_data(void); void RE_free_filt_mask(void); void RE_holoview(void); void RE_init_filt_mask(void); void RE_init_render_data(void); void RE_jitterate1(float *jit1, float *jit2, int num, float rad1); void RE_jitterate2(float *jit1, float *jit2, int num, float rad2); void RE_make_existing_file(char *name); /* ------------------------------------------------------------------------- */ /* zbuf (2) */ /* ------------------------------------------------------------------------- */ /** * Converts a world coordinate into a homogenous coordinate in view * coordinates. (WCS -> HCS) * Also called in: shadbuf.c render.c radfactors.c * initrender.c envmap.c editmesh.c * @param v1 [3 floats] the world coordinate * @param adr [4 floats] the homogenous view coordinate */ void RE_projectverto(float *v1,float *adr); /** * Something about doing radiosity z buffering? * (called in radfactors.c), hope the RadView is defined already... * Also called in: radfactors.c * Note: Uses globals. * @param radview radiosity view definition */ struct RadView; struct RNode; void RE_zbufferall_radio(struct RadView *vw, struct RNode **rg_elem, int rg_totelem); /* ------------------------------------------------------------------------- */ /* envmap (5) */ /* ------------------------------------------------------------------------- */ struct EnvMap; struct Tex; void RE_free_envmapdata(struct EnvMap *env); void RE_free_envmap(struct EnvMap *env); struct EnvMap *RE_add_envmap(void); /* these two maybe not external? yes, they are, for texture.c */ struct EnvMap *RE_copy_envmap(struct EnvMap *env); /* (used in texture.c) */ int RE_envmaptex(struct Tex *tex, float *texvec, float *dxt, float *dyt); /* --------------------------------------------------------------------- */ /* rendercore (2) */ /* --------------------------------------------------------------------- */ float RE_Spec(float inp, int hard); /* maybe not external */ void RE_calc_R_ref(void); /* --------------------------------------------------------------------- */ /* renderdatabase (3) */ /* --------------------------------------------------------------------- */ struct VlakRen *RE_findOrAddVlak(int nr); struct VertRen *RE_findOrAddVert(int nr); struct HaloRen *RE_findOrAddHalo(int nr); HaloRen *RE_inithalo(Material *ma, float *vec, float *vec1, float *orco, float hasize, float vectsize); /** * callbacks (11): * * If the callbacks aren't set, rendering will still proceed as * desired, but the concerning functionality will not be enabled. * * There need to be better uncoupling between the renderer and * these functions still! * */ void RE_set_test_break_callback(int (*f)(void)); void RE_set_timecursor_callback(void (*f)(int)); void RE_set_renderdisplay_callback(void (*f)(int, int, int, int, unsigned int *)); void RE_set_initrenderdisplay_callback(void (*f)(void)); void RE_set_clearrenderdisplay_callback(void (*f)(short)); void RE_set_printrenderinfo_callback(void (*f)(double,int)); void RE_set_getrenderdata_callback(void (*f)(void)); void RE_set_freerenderdata_callback(void (*f)(void)); /*from renderhelp, should disappear!!! */ /** Recalculate all normals on renderdata. */ void set_normalflags(void); /** * On loan from zbuf.h: * Tests whether the first three coordinates should be clipped * wrt. the fourth component. Bits 1 and 2 test on x, 3 and 4 test on * y, 5 and 6 test on z: * xyz > test => set first bit (01), * xyz < -test => set second bit (10), * xyz == test => reset both bits (00). * Note: functionality is duplicated from an internal function * Also called in: initrender.c, radfactors.c * @param v [4 floats] a coordinate * @return a vector of bitfields */ int RE_testclip(float *v); /* patch for the external if, to support the split for the ui */ void RE_addalphaAddfac(char *doel, char *bron, char addfac); void RE_sky(char *col); void RE_renderflare(struct HaloRen *har); /** * Shade the pixel at xn, yn for halo har, and write the result to col. * Also called in: previewrender.c * @param har The halo to be rendered on this location * @param col [unsigned int 3] The destination colour vector * @param zz Some kind of distance * @param dist Square of the distance of this coordinate to the halo's center * @param x [f] Pixel x relative to center * @param y [f] Pixel y relative to center * @param flarec Flare counter? Always har->flarec... */ void RE_shadehalo(struct HaloRen *har, char *col, unsigned int zz, float dist, float x, float y, short flarec); /***/ /* haloren->type: flags */ #define HA_ONLYSKY 1 #define HA_VECT 2 #define HA_XALPHA 4 #define HA_FLARECIRC 8 #ifdef __cplusplus } #endif #endif /* RENDER_H */