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/*
* shadbuf_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 SHADBUF_EXT_H
#define SHADBUF_EXT_H
#include "render_types.h"
struct ObjectRen;
/**
* Calculates shadowbuffers for a vector of shadow-giving lamps
* @param lar The vector of lamps
*/
void makeshadowbuf(struct Render *re, LampRen *lar);
void freeshadowbuf(struct LampRen *lar);
void threaded_makeshadowbufs(struct Render *re);
/**
* Determines the shadow factor for a face and lamp. There is some
* communication with global variables here.
* @returns The shadow factors: 1.0 for no shadow, 0.0 for complete
* shadow.
* @param shb The shadowbuffer to find the shadow factor in.
* @param inp The inproduct between viewvector and ?
*
*/
float testshadowbuf(struct ShadBuf *shb, float *rco, float *dxco, float *dyco, float inp);
/**
* Determines the shadow factor for lamp <lar>, between <p1>
* and <p2>. (Which CS?)
*/
float shadow_halo(LampRen *lar, float *p1, float *p2);
/**
* Irregular shadowbuffer
*/
struct MemArena;
struct APixstr;
void ISB_create(RenderPart *pa, struct APixstr *apixbuf);
void ISB_free(RenderPart *pa);
float ISB_getshadow(ShadeInput *shi, ShadBuf *shb);
/* data structures have to be accessible both in camview(x, y) as in lampview(x, y) */
/* since they're created per tile rendered, speed goes over memory requirements */
/* buffer samples, allocated in camera buffer and pointed to in lampbuffer nodes */
typedef struct ISBSample {
float zco[3]; /* coordinate in lampview projection */
short *shadfac; /* initialized zero = full lighted */
int obi; /* object for face lookup */
int facenr; /* index in faces list */
} ISBSample;
/* transparent version of buffer sample */
typedef struct ISBSampleA {
float zco[3]; /* coordinate in lampview projection */
short *shadfac; /* NULL = full lighted */
int obi; /* object for face lookup */
int facenr; /* index in faces list */
struct ISBSampleA *next; /* in end, we want the first items to align with ISBSample */
} ISBSampleA;
/* used for transparent storage only */
typedef struct ISBShadfacA {
struct ISBShadfacA *next;
int obi;
int facenr;
float shadfac;
} ISBShadfacA;
/* What needs to be stored to evaluate shadow, for each thread in ShadBuf */
typedef struct ISBData {
short *shadfacs; /* simple storage for solid only */
ISBShadfacA **shadfaca;
struct MemArena *memarena;
int minx, miny, rectx, recty; /* copy from part disprect */
} ISBData;
#endif /* SHADBUF_EXT_H */
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