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/*
* ***** 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel, Clément Foucault.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_lamp.h
* \ingroup gpu
*/
#ifndef __GPU_LAMP_H__
#define __GPU_LAMP_H__
#ifdef __cplusplus
extern "C" {
#endif
struct Scene;
struct Object;
struct RenderEngineType;
typedef struct GPULamp GPULamp;
#define MAX_LAMP_DATA 2
typedef struct LampEngineData {
void *storage[MAX_LAMP_DATA];
} LampEngineData;
LampEngineData *GPU_lamp_engine_data_get(struct Scene *scene, struct Object *ob, struct Object *par, struct RenderEngineType *re);
GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);
void GPU_lamp_free(struct Object *ob);
void GPU_lamp_engine_data_free(LampEngineData *led);
bool GPU_lamp_visible(GPULamp *lamp, struct Material *ma);
bool GPU_lamp_has_shadow_buffer(GPULamp *lamp);
void GPU_lamp_update_buffer_mats(GPULamp *lamp);
void GPU_lamp_shadow_buffer_bind(GPULamp *lamp, float viewmat[4][4], int *winsize, float winmat[4][4]);
void GPU_lamp_shadow_buffer_unbind(GPULamp *lamp);
int GPU_lamp_shadow_buffer_type(GPULamp *lamp);
int GPU_lamp_shadow_bind_code(GPULamp *lamp);
float *GPU_lamp_dynpersmat(GPULamp *lamp);
void GPU_lamp_update(GPULamp *lamp, int lay, int hide, float obmat[4][4]);
void GPU_lamp_update_colors(GPULamp *lamp, float r, float g, float b, float energy);
void GPU_lamp_update_distance(GPULamp *lamp, float distance, float att1, float att2,
float coeff_const, float coeff_lin, float coeff_quad);
void GPU_lamp_update_spot(GPULamp *lamp, float spotsize, float spotblend);
int GPU_lamp_shadow_layer(GPULamp *lamp);
#ifdef __cplusplus
}
#endif
#endif /* __GPU_LAMP_H__ */
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