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/*
* rendercore_ext.h
*
* $Id$
*
* ***** 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 RENDERCORE_H
#define RENDERCORE_H
#include "render_types.h"
/* vector defines */
#define CROSS(dest, a, b) dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]
#define VECMUL(dest, f) dest[0]*= f; dest[1]*= f; dest[2]*= f
struct HaloRen;
struct ShadeInput;
typedef struct ShadeResult
{
float diff[3];
float spec[3];
float alpha;
} ShadeResult;
typedef struct PixStr
{
struct PixStr *next;
int vlak0, vlak;
unsigned int z;
unsigned int mask;
short aantal, ronde;
} PixStr;
/* ------------------------------------------------------------------------- */
typedef struct PixStrMain
{
struct PixStr *ps;
struct PixStrMain *next;
} PixStrMain;
float mistfactor(float zcor, float *co); /* dist and height, return alpha */
void add_halo_flare(void);
void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
void shade_color(struct ShadeInput *shi, ShadeResult *shr);
void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);
void calc_R_ref(struct ShadeInput *shi);
float spec(float inp, int hard);
/* -------- ray.c ------- */
extern void ray_shadow(ShadeInput *, LampRen *, float *);
extern void ray_trace(ShadeInput *, ShadeResult *);
extern void ray_ao(ShadeInput *, World *, float *);
/**
* Do z buffer and shade
*/
void zbufshade(void);
/**
* zbuffer and shade, anti aliased
*/
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
/**
* Also called in: zbuf.c
*/
void *shadepixel(float x, float y, int vlaknr, int mask, float *col);
/**
* A cryptic but very efficient way of counting the number of bits that
* is set in the unsigned short.
*/
int count_mask(unsigned short mask);
/* These defines are only used internally :) */
/* dirty hack: pointers are negative, indices positive */
/* pointers should be converted to positive numbers */
#define IS_A_POINTER_CODE(a) ((a)<0)
#define POINTER_FROM_CODE(a) ((void *)(-(a)))
#define POINTER_TO_CODE(a) (-(long)(a))
#endif /* RENDER_EXT_H */
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