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/**
* $Id$
*
* ***** 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 *****
*/
#ifndef RENDER_TYPES_H
#define RENDER_TYPES_H "$Id$"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "DNA_object_types.h"
#define TABLEINITSIZE 1024
#define LAMPINITSIZE 256
/* This is needed to not let VC choke on near and far... old
* proprietary MS extensions... */
#ifdef WIN32
#undef near
#undef far
#define near clipsta
#define far clipend
#endif
/* ------------------------------------------------------------------------- */
/* localized renderloop data */
typedef struct ShadeInput
{
struct Material *mat, *matren;
struct VlakRen *vlr;
float co[3];
float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
float vn[3], view[3], refcol[4], displace[3];
float xs, ys; /* pixel to be rendered */
short osatex;
int mask;
int depth;
} ShadeInput;
/* here only stuff to initalize the render itself */
typedef struct RE_Render
{
float grvec[3], inprz, inprh;
float imat[3][3];
float viewmat[4][4], viewinv[4][4];
float persmat[4][4], persinv[4][4];
float winmat[4][4];
short flag, osa, rt, pad;
/**
* Screen sizes and positions, in pixels
*/
short xstart, xend, ystart, yend, afmx, afmy;
short rectx; /* Picture width - 1, normally xend - xstart. */
short recty; /* picture height - 1, normally yend - ystart. */
/**
* Distances and sizes in world coordinates nearvar, farvar were
* near and far, but VC in cpp mode chokes on it :( */
float near; /* near clip distance */
float far; /* far clip distance */
float ycor, zcor, pixsize, viewfac;
/* These three need to be 'handlerized'. Not an easy task... */
/* RE_RenderDataHandle r; */
RenderData r;
World wrld;
ListBase parts;
int totvlak, totvert, tothalo, totlamp;
/* internal, fortunately */
struct LampRen **la;
struct VlakRen **blovl;
struct VertRen **blove;
struct HaloRen **bloha;
unsigned int *rectaccu;
unsigned int *rectz; /* z buffer: distance buffer */
unsigned int *rectf1, *rectf2;
unsigned int *rectot; /* z buffer: face index buffer, recycled as colour buffer! */
unsigned int *rectspare; /* */
/* for 8 byte systems! */
long *rectdaps;
short win, winpos, winx, winy, winxof, winyof;
short winpop, displaymode, sparex, sparey;
/* Not sure what these do... But they're pointers, so good for handlerization */
struct Image *backbuf, *frontbuf;
/* backbuf is an image that drawn as background */
} RE_Render;
/* ------------------------------------------------------------------------- */
/**
* Part as in part-rendering. An image rendered in parts is rendered
* to a list of parts, with x,y size, and a pointer to the render
* output stored per part. Internal!
*/
typedef struct Part
{
struct Part *next, *prev;
unsigned int *rect;
short x, y;
} Part;
typedef struct ShadBuf {
short samp, shadhalostep;
float persmat[4][4];
float viewmat[4][4];
float winmat[4][4];
float *jit;
float d,far,pixsize,soft;
int co[3];
int size,bias;
unsigned long *zbuf;
char *cbuf;
} ShadBuf;
/* ------------------------------------------------------------------------- */
typedef struct VertRen
{
float co[3];
float n[3];
float ho[4];
float rad[3]; /* result radio rendering */
float *orco;
float *sticky;
void *svert; /* smooth vert, only used during initrender */
short clip, texofs; /* texofs= flag */
float accum; /* accum for radio weighting */
short flag;
} VertRen;
/* ------------------------------------------------------------------------- */
struct halosort {
struct HaloRen *har;
unsigned int z;
};
/* ------------------------------------------------------------------------- */
struct Material;
struct TFace;
typedef struct RadFace {
float unshot[3], totrad[3];
float norm[3], cent[3], area;
int flag;
} RadFace;
typedef struct VlakRen
{
struct VertRen *v1, *v2, *v3, *v4;
float n[3];
struct Material *mat;
struct TFace *tface;
unsigned int *vcol;
char snproj, puno;
char flag, ec;
unsigned int lay;
unsigned int raycount;
RadFace *radface;
Object *ob;
} VlakRen;
/* vlakren->flag is in DNA_scene_types.h */
typedef struct HaloRen
{
float alfa, xs, ys, rad, radsq, sin, cos, co[3], no[3];
unsigned int zs, zd;
unsigned int zBufDist;/* depth in the z-buffer coordinate system */
short miny, maxy;
short hard, b, g, r;
char starpoints, add, type, tex;
char linec, ringc, seed;
short flarec; /* used to be a char. why ?*/
float hasize;
int pixels;
unsigned int lay;
struct Material *mat;
} HaloRen;
struct LampRen;
struct MTex;
/**
* For each lamp in a scene, a LampRen is created. It determines the
* properties of a lightsource.
*/
typedef struct LampRen
{
float xs, ys, dist;
float co[3];
short type, mode;
float r, g, b, k;
float energy, haint;
int lay;
float spotsi,spotbl;
float vec[3];
float xsp, ysp, distkw, inpr;
float halokw, halo;
float ld1,ld2;
/* copied from Lamp, to decouple more rendering stuff */
/** Size of the shadowbuffer */
short bufsize;
/** Number of samples for the shadows */
short samp;
/** Softness factor for shadow */
float soft;
/** shadow plus halo: detail level */
short shadhalostep;
/** Near clip of the lamp */
float clipsta;
/** Far clip of the lamp */
float clipend;
/** A small depth offset to prevent self-shadowing. */
float bias;
short ray_samp, ray_sampy, ray_sampz, ray_samp_type, area_shape, ray_totsamp;
float area_size, area_sizey, area_sizez;
struct ShadBuf *shb;
float *jitter;
float imat[3][3];
float spottexfac;
float sh_invcampos[3], sh_zfac; /* sh_= spothalo */
float mat[3][3]; /* 3x3 part from lampmat x viewmat */
float area[8][3], areasize;
/* yafray: photonlight params */
int YF_numphotons, YF_numsearch;
short YF_phdepth, YF_useqmc, YF_bufsize;
float YF_causticblur, YF_ltradius;
/* ray optim */
VlakRen *vlr_last;
struct LampRen *org;
struct MTex *mtex[MAX_MTEX];
} LampRen;
#endif /* RENDER_TYPES_H */
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