Files
test/source/blender/include/BSE_view.h
Brecht Van Lommel e40803a5b3 Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
2009-02-06 19:21:24 +00:00

103 lines
3.7 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
* protos for view.c -- not complete
*/
#ifndef BSE_VIEW_H
#define BSE_VIEW_H
struct Object;
struct BoundBox;
struct View3D;
struct ScrArea;
typedef struct ViewDepths {
unsigned short w, h;
float *depths;
double depth_range[2];
char damaged;
} ViewDepths;
#define PERSP_WIN 0
#define PERSP_VIEW 1
#define PERSP_STORE 2
void persp_general(int a);
void persp(int a);
/* note, the define below is still used for shorts, to calc distances... */
#define IS_CLIPPED 12000
void view3d_get_object_project_mat(struct ScrArea *area, struct Object *ob, float pmat[4][4], float vmat[4][4]);
void view3d_project_float(struct ScrArea *area, float *vec, float *adr, float mat[4][4]);
void view3d_project_short_clip(struct ScrArea *area, float *vec, short *adr, float projmat[4][4], float viewmat[4][4]);
void view3d_project_short_noclip(struct ScrArea *area, float *vec, short *adr, float mat[4][4]);
void initgrabz(float x, float y, float z);
void window_to_3d(float *vec, short mx, short my);
void project_short(float *vec, short *adr);
void project_short_noclip(float *vec, short *adr);
void project_int(float *vec, int *adr);
void project_int_noclip(float *vec, int *adr);
void project_float(float *vec, float *adr);
void project_float_noclip(float *vec, float *adr);
void viewray(short mval[2], float ray_start[3], float ray_normal[3]);
void viewline(short mval[2], float ray_start[3], float ray_end[3]);
int boundbox_clip(float obmat[][4], struct BoundBox *bb);
void fdrawline(float x1, float y1, float x2, float y2);
void fdrawbox(float x1, float y1, float x2, float y2);
void sdrawline(short x1, short y1, short x2, short y2);
void sdrawbox(short x1, short y1, short x2, short y2);
void calctrackballvecfirst(struct rcti *area, short *mval, float *vec);
void calctrackballvec(struct rcti *area, short *mval, float *vec);
void viewmove(int mode);
void viewmoveNDOFfly(int mode);
void viewmoveNDOF(int mode);
void view_zoom_mouseloc(float dfac, short *mouseloc);
int view_mouse_depth( float mouse_worldloc[3], short mval[2], int dist);
int get_view3d_ortho(struct View3D *v3d);
int get_view3d_viewplane(int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize);
void setwinmatrixview3d(int winx, int winy, struct rctf *rect);
void obmat_to_viewmat(struct Object *ob, short smooth);
void setviewmatrixview3d(void);
float *give_cursor(void);
unsigned int free_localbit(void);
void initlocalview(void);
void centerview(void);
void restore_localviewdata(struct View3D *vd);
void endlocalview(struct ScrArea *sa);
void view3d_home(int center);
short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
#endif