Files
test2/source/blender/render/extern/include/RE_raytrace.h
Brecht Van Lommel 561319989e Render Baking
=============

A new "Selected to Active" option in the Bake panel, to (typically) bake
a high poly object onto a low poly object. Code based on patch #7339 by
Frank Richter (Crystal Space developer), thanks!.

Normal Mapping
==============

Camera, World, Object and Tangent space is now supported for baking, and
for material textures. The "NMap TS" setting is replaced with a dropdown
of the four choices in the image texture buttons.


http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-28 22:21:12 +00:00

95 lines
3.0 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) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
*/
#ifndef RE_RAYTRACE_H
#define RE_RAYTRACE_H
/* ray types */
#define RE_RAY_SHADOW 0
#define RE_RAY_MIRROR 1
#define RE_RAY_SHADOW_TRA 2
/* spatial tree for raytracing acceleration */
typedef void RayTree;
/* abstraction of face type */
typedef void RayFace;
/* struct for intersection data */
typedef struct Isect {
float start[3]; /* start+vec = end, in ray_tree_intersect */
float vec[3];
float end[3];
float labda, u, v; /* distance to hitpoint, uv weights */
RayFace *face; /* face is where to intersect with */
RayFace *faceorig; /* start face */
RayFace *face_last; /* for shadow optimize, last intersected face */
short isect; /* which half of quad */
short mode; /* RE_RAYSHADOW, RE_RAYMIRROR, RE_RAYSHADOW_TRA */
int lay; /* -1 default, set for layer lamps */
/* only used externally */
float col[4]; /* RGBA for shadow_tra */
/* octree only */
RayFace *facecontr;
float ddalabda;
short faceisect; /* flag if facecontr was done or not */
/* custom pointer to be used in the RayCheckFunc */
void *userdata;
} Isect;
/* function callbacks for face type abstraction */
typedef void (*RayCoordsFunc)(RayFace *face,
float **v1, float **v2, float **v3, float **v4);
typedef int (*RayCheckFunc)(Isect *is, RayFace *face);
/* tree building and freeing */
RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
RayCoordsFunc coordfunc, RayCheckFunc checkfunc);
void RE_ray_tree_add_face(RayTree *tree, RayFace *face);
void RE_ray_tree_done(RayTree *tree);
void RE_ray_tree_free(RayTree *tree);
/* intersection with full tree and single face */
int RE_ray_tree_intersect(RayTree *tree, Isect *is);
int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc check);
int RE_ray_face_intersection(Isect *is, RayCoordsFunc coordsfunc);
/* retrieve the diameter of the tree structure, for setting intersection
end distance */
float RE_ray_tree_max_size(RayTree *tree);
#endif /*__RE_RAYTRACE_H__*/