Blender V2.61 - r43446

shading.h

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2006 Blender Foundation
00019  * All rights reserved.
00020  *
00021  * ***** END GPL LICENSE BLOCK *****
00022  */
00023 
00029 struct ShadeInput;
00030 struct ShadeResult;
00031 struct RenderPart;
00032 struct RenderLayer;
00033 struct PixStr;
00034 struct LampRen;
00035 struct VlakRen;
00036 struct StrandSegment;
00037 struct StrandPoint;
00038 struct ObjectInstanceRen;
00039 struct Isect;
00040 
00041 /* shadeinput.c */
00042 
00043 #define RE_MAX_OSA 16
00044 
00045 /* needed to calculate shadow and AO for an entire pixel */
00046 typedef struct ShadeSample {
00047     int tot;                        /* amount of shi in use, can be 1 for not FULL_OSA */
00048     
00049     RenderLayer *rlpp[RE_MAX_OSA];  /* fast lookup from sample to renderlayer (fullsample buf) */
00050     
00051     /* could be malloced once */
00052     ShadeInput shi[RE_MAX_OSA];
00053     ShadeResult shr[RE_MAX_OSA];
00054 } ShadeSample;
00055 
00056 
00057     /* also the node shader callback */
00058 void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00059 void shade_volume_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00060 
00061 void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3);
00062 void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip);
00063 void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
00064 void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float *dxyview, float *co, float *dxco, float *dyco);
00065 void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z);
00066 void shade_input_set_uv(struct ShadeInput *shi);
00067 void shade_input_set_normals(struct ShadeInput *shi);
00068 void shade_input_set_vertex_normals(struct ShadeInput *shi);
00069 void shade_input_flip_normals(struct ShadeInput *shi);
00070 void shade_input_set_shade_texco(struct ShadeInput *shi);
00071 void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
00072 void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);
00073 void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr);
00074 
00075 void shade_input_init_material(struct ShadeInput *shi);
00076 void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample);
00077 
00078 void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl);
00079 void shade_samples_do_AO(struct ShadeSample *ssamp);
00080 void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
00081 int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y);
00082 
00083 void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3);
00084 
00085 void    calc_R_ref(struct ShadeInput *shi);
00086 
00087 
00088 /* shadeoutput. */
00089 void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
00090 
00091 void shade_color(struct ShadeInput *shi, ShadeResult *shr);
00092 
00093 void ambient_occlusion(struct ShadeInput *shi);
00094 void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr);
00095 
00096 ListBase *get_lights(struct ShadeInput *shi);
00097 float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist);
00098 void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real);
00099 
00100 float   fresnel_fac(float *view, float *vn, float fresnel, float fac);
00101 
00102 /* rayshade.c */
00103 extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);