/* * ***** 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __RENDERCORE_H__ #define __RENDERCORE_H__ /** \file blender/render/intern/include/rendercore.h * \ingroup render */ #include "render_types.h" struct HaloRen; struct ShadeInput; struct ShadeResult; struct World; struct RenderPart; struct RenderLayer; struct ObjectRen; struct ListBase; struct RayObject; /* ------------------------------------------------------------------------- */ typedef struct PixStr { struct PixStr *next; int obi, facenr, z, maskz; unsigned short mask; short shadfac; } PixStr; typedef struct PixStrMain { struct PixStrMain *next, *prev; struct PixStr *ps; int counter; } PixStrMain; /* ------------------------------------------------------------------------- */ void calc_view_vector(float view[3], float x, float y); float mistfactor(float zcor, const float co[3]); /* dist and height, return alpha */ void renderspothalo(struct ShadeInput *shi, float col[4], float alpha); void add_halo_flare(Render *re); void calc_renderco_zbuf(float co[3], const float view[3], int z); void calc_renderco_ortho(float co[3], float x, float y, int z); int count_mask(unsigned short mask); void zbufshade_tile(struct RenderPart *pa); void zbufshadeDA_tile(struct RenderPart *pa); void zbufshade_sss_tile(struct RenderPart *pa); int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp); /* -------- ray.c ------- */ extern void freeraytree(Render *re); extern void makeraytree(Render *re); struct RayObject* makeraytree_object(Render *re, ObjectInstanceRen *obi); extern void ray_shadow(ShadeInput *shi, LampRen *lar, float shadfac[4]); extern void ray_trace(ShadeInput *shi, ShadeResult *); extern void ray_ao(ShadeInput *shi, float ao[3], float env[3]); extern void init_jitter_plane(LampRen *lar); extern void init_ao_sphere(struct World *wrld); extern void init_render_qmcsampler(Render *re); extern void free_render_qmcsampler(Render *re); #endif /* __RENDERCORE_H__ */