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#ifndef __rtshadow_h__
#define __rtshadow_h__
/* Copyright (c) Mark J. Kilgard, 1997, 1998. */
/* This program is freely distributable without licensing fees and is
provided without guarantee or warrantee expressed or implied. This
program is -not- in the public domain. */
/* Real-time Shadowing library, Version 0.96 */
#if defined(_WIN32)
/* Try to avoid including <windows.h> to avoid name space
pollution, but Win32's <GL/gl.h> needs APIENTRY and
WINGDIAPI defined properly. */
# if 0
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# else
/* This is from Win32's <windef.h> */
# ifndef APIENTRY
# if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED)
# define APIENTRY __stdcall
# else
# define APIENTRY
# endif
# endif
# ifndef CALLBACK
/* This is from Win32's <winnt.h> */
# if (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
# define CALLBACK __stdcall
# else
# define CALLBACK
# endif
# endif
/* This is from Win32's <wingdi.h> and <winnt.h> */
# ifndef WINGDIAPI
# define WINGDIAPI __declspec(dllimport)
# endif
/* XXX This is from Win32's <ctype.h> */
# ifndef _WCHAR_T_DEFINED
typedef unsigned short wchar_t;
# define _WCHAR_T_DEFINED
# endif
# endif
#pragma warning (disable:4244) /* Disable bogus conversion warnings. */
#pragma warning (disable:4305) /* VC++ 5.0 version of above warning. */
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#ifdef __cplusplus
extern "C" {
#endif
enum {
RTS_ERROR_OUT_OF_MEMORY,
RTS_WARNING_EYE_IN_SHADOW,
RTS_WARNING_LIGHT_TOO_CLOSE
};
typedef enum {
RTS_OFF,
RTS_SHINING,
RTS_SHINING_AND_CASTING
} RTSlightState;
typedef enum {
RTS_NOT_SHADOWING,
RTS_SHADOWING
} RTSobjectState;
typedef enum {
RTS_NO_SHADOWS,
RTS_USE_SHADOWS,
RTS_USE_SHADOWS_NO_OVERLAP
} RTSmode;
typedef struct RTSscene RTSscene;
typedef struct RTSlight RTSlight;
typedef struct RTSobject RTSobject;
typedef void (*RTSerrorHandler)(int error, char *message);
typedef void (*RTSrenderSceneFunc)(GLenum castingLight, void *sceneData, RTSscene *scene);
extern RTSscene *rtsCreateScene(
GLfloat eyePos[3],
GLbitfield usableStencilBits,
RTSrenderSceneFunc func,
void *sceneData);
extern RTSlight *rtsCreateLight(
GLenum glLight,
GLfloat lightPos[3],
GLfloat radius);
extern RTSobject *rtsCreateObject(
GLfloat objectPos[3],
GLfloat maxRadius,
void (*renderObject) (void *objectData),
void *objectData,
int feedbackBufferSizeGuess);
extern void rtsAddLightToScene(
RTSscene * scene,
RTSlight * light);
extern void rtsAddObjectToLight(
RTSlight * light,
RTSobject * object);
extern void rtsRemoveLightFromScene(
RTSscene * scene,
RTSlight * light);
extern void rtsRemoveObjectFromLight(
RTSlight * light,
RTSobject * object);
extern void rtsSetLightState(
RTSlight * light,
RTSlightState state);
extern void rtsSetObjectState(
RTSobject * object,
RTSobjectState state);
extern void rtsUpdateEyePos(
RTSscene * scene,
GLfloat eyePos[3]);
extern void rtsUpdateUsableStencilBits(
RTSscene * scene,
GLbitfield usableStencilBits);
extern void rtsUpdateLightPos(
RTSlight * light,
GLfloat lightPos[3]);
extern void rtsUpdateLightRadius(
RTSlight * light,
GLfloat lightRadius);
extern void rtsUpdateObjectPos(
RTSobject * object,
GLfloat objectPos[3]);
extern void rtsUpdateObjectShape(
RTSobject * object);
extern void rtsUpdateObjectMaxRadius(
RTSobject * object,
GLfloat maxRadius);
extern void rtsFreeScene(
RTSscene * scene);
extern void rtsFreeLight(
RTSlight * light);
extern void rtsFreeObject(
RTSobject * object);
extern int rtsTriviallyOutsideShadowVolume(
RTSscene * scene,
GLfloat objectPos[3],
GLfloat maxRadius);
extern void rtsRenderScene(
RTSscene * scene,
RTSmode mode);
extern void rtsRenderSilhouette(
RTSscene * scene,
RTSlight * light,
RTSobject * object);
extern RTSerrorHandler rtsSetErrorHandler(
RTSerrorHandler handler);
extern void rtsStencilRenderingInvariantHack(
RTSscene * scene,
GLboolean enableHack);
#ifdef __cplusplus
}
#endif
#endif /* __rtshadow_h__ */
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