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/*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file blender/render/intern/include/volumetric.h
* \ingroup render
*/
struct Isect;
struct ShadeInput;
struct ShadeResult;
float vol_get_density(struct ShadeInput *shi, const float co[3]);
void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3], const float view[3]);
void shade_volume_outside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_inside(ShadeInput *shi, ShadeResult *shr);
void shade_volume_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is);
#define VOL_IS_BACKFACE 1
#define VOL_IS_SAMEMATERIAL 2
#define VOL_BOUNDS_DEPTH 0
#define VOL_BOUNDS_SS 1
#define VOL_SHADE_OUTSIDE 0
#define VOL_SHADE_INSIDE 1
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