/* * ***** 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 __SHADBUF_H__ #define __SHADBUF_H__ /** \file blender/render/intern/include/shadbuf.h * \ingroup render */ #include "render_types.h" /** * Calculates shadowbuffers for a vector of shadow-giving lamps * \param lar The vector of lamps */ void makeshadowbuf(struct Render *re, LampRen *lar); void freeshadowbuf(struct LampRen *lar); void threaded_makeshadowbufs(struct Render *re); /** * Determines the shadow factor for a face and lamp. There is some * communication with global variables here. * \return The shadow factors: 1.0 for no shadow, 0.0 for complete * shadow. * \param shb The shadowbuffer to find the shadow factor in. * \param inp The inproduct between viewvector and ? * */ float testshadowbuf(struct Render *re, struct ShadBuf *shb, const float rco[3], const float dxco[3], const float dyco[3], float inp, float mat_bias); /** * Determines the shadow factor for lamp \a lar, between \a p1 and \a p2. (Which CS?) */ float shadow_halo(LampRen *lar, const float p1[3], const float p2[3]); /** * Irregular shadowbuffer */ struct MemArena; struct APixstr; void ISB_create(RenderPart *pa, struct APixstr *apixbuf); void ISB_free(RenderPart *pa); float ISB_getshadow(ShadeInput *shi, ShadBuf *shb); /* data structures have to be accessible both in camview(x, y) as in lampview(x, y) */ /* since they're created per tile rendered, speed goes over memory requirements */ /* buffer samples, allocated in camera buffer and pointed to in lampbuffer nodes */ typedef struct ISBSample { float zco[3]; /* coordinate in lampview projection */ short *shadfac; /* initialized zero = full lighted */ int obi; /* object for face lookup */ int facenr; /* index in faces list */ } ISBSample; /* transparent version of buffer sample */ typedef struct ISBSampleA { float zco[3]; /* coordinate in lampview projection */ short *shadfac; /* NULL = full lighted */ int obi; /* object for face lookup */ int facenr; /* index in faces list */ struct ISBSampleA *next; /* in end, we want the first items to align with ISBSample */ } ISBSampleA; /* used for transparent storage only */ typedef struct ISBShadfacA { struct ISBShadfacA *next; int obi; int facenr; float shadfac; } ISBShadfacA; /* What needs to be stored to evaluate shadow, for each thread in ShadBuf */ typedef struct ISBData { short *shadfacs; /* simple storage for solid only */ ISBShadfacA **shadfaca; struct MemArena *memarena; int minx, miny, rectx, recty; /* copy from part disprect */ } ISBData; #endif /* __SHADBUF_H__ */