/** * $Id$ * * ***** 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 ***** */ #ifndef RE_BASICSHADOWBUFFER_H #define RE_BASICSHADOWBUFFER_H #include "RE_ShadowBuffer.h" #ifdef HAVE_CONFIG_H #include #endif struct LampRen; struct Lamp; class RE_BasicShadowBuffer : public RE_ShadowBuffer { private: void lrectreadRectz(int x1, int y1, int x2, int y2, char *r1); int sizeoflampbuf(struct ShadBuf *shb); int firstreadshadbuf(struct ShadBuf *shb, int xs, int ys, int nr); float readshadowbuf(struct ShadBuf *shb, int xs, int ys, int zs); float readshadowbuf_halo(struct ShadBuf *shb, int xs, int ys, int zs); float *give_jitter_tab(int samp); int bias; public: /** * Make a shadow buffer from these settings */ RE_BasicShadowBuffer(struct LampRen *lar, float mat[][4]); /** * Delete and clear this buffer */ virtual ~RE_BasicShadowBuffer(void); /** * Calculates shadowbuffers for a vector of shadow-giving lamps * @param lar The vector of lamps */ void importScene(LampRen *lar); /** * Determines the shadow factor for a face and lamp. There is some * communication with global variables here. * @param shadres The RGB shadow factors: 1.0 for no shadow, 0.0 for complete * shadow. There must be a float[3] to write the result to. * @param shb The shadowbuffer to find the shadow factor in. * @param inp The inproduct between viewvector and ? * */ virtual void readShadowValue(struct ShadBuf *shb, float inp, float* shadowResult); /** * Determines the shadow factor for lamp , between * and . (Which CS?) */ float shadow_halo(LampRen *lar, float *p1, float *p2); }; #endif /* RE_BASICSHADOWBUFFER_H */