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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 by Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef RE_SHADER_EXT_H
#define RE_SHADER_EXT_H
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is for shading and texture exports */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* localized texture result data */
/* note; tr tg tb ta has to remain in this order */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
int talpha;
float *nor;
} TexResult;
/* localized shade result data */
typedef struct ShadeResult
{
float combined[4];
float col[4];
float alpha, mist, z;
float diff[3]; /* no ramps, shadow, etc */
float spec[3];
float shad[3];
float ao[3];
float refl[3];
float refr[3];
float nor[3];
float rad[3];
float winspeed[4];
} ShadeResult;
/* only here for quick copy */
struct ShadeInputCopy {
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
};
typedef struct ShadeInputUV {
float dxuv[3], dyuv[3], uv[3];
char *name;
} ShadeInputUV;
typedef struct ShadeInputCol {
float col[3];
char *name;
} ShadeInputCol;
/* localized renderloop data */
typedef struct ShadeInput
{
/* copy from face, also to extract tria from quad */
/* note it mirrors a struct above for quick copy */
struct Material *mat;
struct VlakRen *vlr;
struct StrandRen *strand;
struct ObjectInstanceRen *obi;
struct ObjectRen *obr;
int facenr;
float facenor[3]; /* copy from face */
short flippednor; /* is facenor flipped? */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
short osatex;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
int mode; /* base material mode (OR-ed result of entire node tree) */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
float co[3], view[3], camera_co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
float r, g, b;
float specr, specg, specb;
float mirr, mirg, mirb;
float ambr, ambb, ambg;
float amb, emit, ang, spectra, ray_mirror;
float alpha, refl, spec, zoffs, add;
float translucency;
/* end direct copy from material */
/* individual copies: */
int har; /* hardness */
float layerfac;
/* texture coordinates */
float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4], rad[3];
float refcol[4], displace[3];
float strandco, tang[3], nmaptang[3], stress, winspeed[4];
float duplilo[3], dupliuv[3];
ShadeInputUV uv[8]; /* 8 = MAX_MTFACE */
ShadeInputCol col[8]; /* 8 = MAX_MCOL */
int totuv, totcol, actuv, actcol;
/* dx/dy OSA coordinates */
float dxco[3], dyco[3];
float dxlo[3], dylo[3], dxgl[3], dygl[3];
float dxref[3], dyref[3], dxorn[3], dyorn[3];
float dxno[3], dyno[3], dxview, dyview;
float dxlv[3], dylv[3];
float dxwin[3], dywin[3];
float dxsticky[3], dysticky[3];
float dxrefract[3], dyrefract[3];
float dxstrand, dystrand;
/* AO is a pre-process now */
float ao[3];
int xs, ys; /* pixel to be rendered */
int mask; /* subsample mask */
float scanco[3]; /* original scanline coordinate without jitter */
int samplenr; /* sample counter, to detect if we should do shadow again */
int depth; /* 1 or larger on raytrace shading */
int volume_depth; /* number of intersections through volumes */
/* stored copy of original face normal (facenor)
* before flipping. Used in Front/back output on geometry node */
float orignor[3];
/* for strand shading, normal at the surface */
float surfnor[3], surfdist;
/* from initialize, part or renderlayer */
short do_preview; /* for nodes, in previewrender */
short thread, sample; /* sample: ShadeSample array index */
short nodes; /* indicate node shading, temp hack to prevent recursion */
unsigned int lay;
int layflag, passflag, combinedflag;
struct Group *light_override;
struct Material *mat_override;
} ShadeInput;
/* node shaders... */
struct Tex;
int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
int multitex_thread(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres, short thread, short which_output);
/* shaded view and bake */
struct Render;
struct Image;
struct Object;
void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
int RE_bake_shade_all_selected(struct Render *re, int type, struct Object *actob);
struct Image *RE_bake_shade_get_image(void);
#endif /* RE_SHADER_EXT_H */
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