/** * $Id$ * * ***** 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 ***** */ #include //#include #include "render.h" #include "render_intern.h" #include "shadbuf.h" #include "shadowBuffer.h" /* the C header */ #include "RE_ShadowBuffer.h" /* the base buffer */ #include "RE_DummyShadowBuffer.h" /* A dummy shadow buffer */ #include "RE_basicShadowBuffer.h" /* the 'old' shadow buffer */ struct ShadBuf; struct LampRen; struct Lamp; /* * Creates a shadow buffer of a certain type */ RE_ShadowBufferHandle RE_createShadowBuffer(struct LampRen *lar, float mat[][4], int mode) { /* make a dummy: this always returns a fixed value */ RE_ShadowBuffer* buf = NULL; switch (mode) { case 0: buf = new RE_DummyShadowBuffer(); break; case 1: /* loop to the old c-based buffer */ /* memory release is done implicitly! */ initshadowbuf(lar, mat); break; case 2: buf = new RE_BasicShadowBuffer(lar, mat); break; case 3: // cout << "Deep shadow buffer requested\n"; break; default: // cerr << "Bad shadow buffer type specified\n"; ; /* nada */ } return (RE_ShadowBufferHandle) buf; } void RE_deleteShadowBuffer(RE_ShadowBufferHandle buf) { // cout << "requesting buffer delete\n"; assert(buf); delete (RE_ShadowBuffer*) buf; } void RE_buildShadowBuffer(RE_ShadowBufferHandle buf, struct LampRen *lar) { assert(buf); ((RE_ShadowBuffer*) buf)->importScene(lar); } void RE_testshadowbuf(RE_ShadowBufferHandle buf, struct ShadBuf* shbp, float inp, float* shadres) { assert(buf); ((RE_ShadowBuffer*) buf)->readShadowValue(shbp, inp, shadres); }