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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 *****
*/
#include <assert.h>
//#include <iostream.h>
#include "render.h"
#include "render_intern.h"
#include "shadbuf.h"
#include "shadowBuffer.h" /* the C header */
#include "RE_ShadowBuffer.h" /* the base buffer */
#include "RE_DummyShadowBuffer.h" /* A dummy shadow buffer */
#include "RE_basicShadowBuffer.h" /* the 'old' shadow buffer */
struct ShadBuf;
struct LampRen;
struct Lamp;
/*
* Creates a shadow buffer of a certain type
*/
RE_ShadowBufferHandle RE_createShadowBuffer(struct LampRen *lar,
float mat[][4],
int mode)
{
/* make a dummy: this always returns a fixed value */
RE_ShadowBuffer* buf = NULL;
switch (mode) {
case 0:
buf = new RE_DummyShadowBuffer();
break;
case 1:
/* loop to the old c-based buffer */
/* memory release is done implicitly! */
initshadowbuf(lar, mat);
break;
case 2:
buf = new RE_BasicShadowBuffer(lar, mat);
break;
case 3:
// cout << "Deep shadow buffer requested\n";
break;
default:
// cerr << "Bad shadow buffer type specified\n";
; /* nada */
}
return (RE_ShadowBufferHandle) buf;
}
void RE_deleteShadowBuffer(RE_ShadowBufferHandle buf)
{
// cout << "requesting buffer delete\n";
assert(buf);
delete (RE_ShadowBuffer*) buf;
}
void RE_buildShadowBuffer(RE_ShadowBufferHandle buf,
struct LampRen *lar)
{
assert(buf);
((RE_ShadowBuffer*) buf)->importScene(lar);
}
void RE_testshadowbuf(RE_ShadowBufferHandle buf,
struct ShadBuf* shbp,
float inp,
float* shadres)
{
assert(buf);
((RE_ShadowBuffer*) buf)->readShadowValue(shbp, inp, shadres);
}
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