/* * ***** 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) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributor(s): 2004-2006, Blender Foundation, full recode * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/render/intern/include/pixelshading.h * \ingroup render * * These functions determine what actual color a pixel will have. */ #ifndef __PIXELSHADING_H__ #define __PIXELSHADING_H__ /** * Render the pixel at (x,y) for object ap. Apply the jitter mask. * Output is given in float collector[4]. The type vector: * t[0] - min. distance * t[1] - face/halo index * t[2] - jitter mask * t[3] - type ZB_POLY or ZB_HALO * t[4] - max. distance * mask is pixel coverage in bits * \return pointer to the object */ int shadeHaloFloat(HaloRen *har, float *col, int zz, float dist, float xn, float yn, short flarec); /** * Render the sky at pixel (x, y). */ void shadeSkyPixel(float collector[4], float fx, float fy, short thread); void shadeSkyView(float col_r[3], const float rco[3], const float view[3], const float dxyview[2], short thread); void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy, float distance); void shadeSunView(float col_r[3], const float view[3]); /* ------------------------------------------------------------------------- */ #endif