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/**
*
* ***** 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 *****
* Prepare the scene data for rendering.
*
* $Id$
*/
#include "MEM_guardedalloc.h"
#include "render.h"
#include "render_intern.h"
#include "renderPreAndPost.h"
#include "RE_callbacks.h"
#include "shadbuf.h"
#include "envmap.h"
#include "renderHelp.h"
#include "shadowBuffer.h"
/**
* Rotate all objects, make shadowbuffers and environment maps.
*/
void prepareScene()
{
int a;
if(R.rectot) MEM_freeN(R.rectot);
R.rectot= 0;
if(R.rectz) MEM_freeN(R.rectz);
R.rectz= 0;
RE_local_get_renderdata();
/* SCHADUWBUFFER */
for(a=0; a<R.totlamp; a++) {
if(RE_local_test_break()) break;
/* Again, switch between old and new shadowing system. The
* buffer objects were initially created in
* blenderWorldManipulation.c */
if (R.r.mode & R_UNIFIED) {
if (R.la[a]->shadowBufOb) {
RE_buildShadowBuffer(R.la[a]->shadowBufOb,
R.la[a]);
}
} else {
if(R.la[a]->shb) makeshadowbuf(R.la[a]);
}
}
/* ENVIRONMENT MAPS */
make_envmaps();
}
void finalizeScene(void)
{
/* Among other things, it releases the shadow buffers. */
RE_local_free_renderdata();
}
void doClipping( void (*projectfunc)(float *, float *) )
{
setzbufvlaggen(projectfunc);
}
/* eof */
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