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/****************************************************************************
* lighting.h
*
* This module contains all defines, typedefs, and prototypes for LIGHTING.CPP.
*
* from Persistence of Vision(tm) Ray Tracer version 3.6.
* Copyright 1991-2003 Persistence of Vision Team
* Copyright 2003-2004 Persistence of Vision Raytracer Pty. Ltd.
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray developers. There are strict rules
* regarding how you are permitted to use this file. These rules are contained
* in the distribution and derivative versions licenses which should have been
* provided with this file.
*
* These licences may be found online, linked from the end-user license
* agreement that is located at http://www.povray.org/povlegal.html
*---------------------------------------------------------------------------
* This program is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
*---------------------------------------------------------------------------
* $File: //depot/povray/3.6-release/source/lighting.h $
* $Revision: #2 $
* $Change: 2939 $
* $DateTime: 2004/07/04 13:43:26 $
* $Author: root $
* $Log$
*****************************************************************************/
#ifndef LIGHTING_H
#define LIGHTING_H
#include "point.h"
BEGIN_POV_NAMESPACE
/*****************************************************************************
* Global preprocessor defines
******************************************************************************/
/* How many subrays to trace for dispersive media */
#define DEFAULT_DISP_NELEMS 7
/*****************************************************************************
* Global typedefs
******************************************************************************/
/*
* List to store light colours during shadow testing
* to avoid repeated testing with layered textures.
*/
typedef struct Light_Tested_Struct LIGHT_TESTED;
struct Light_Tested_Struct
{
int Tested;
COLOUR Colour;
};
/*****************************************************************************
* Global variables
******************************************************************************/
/*****************************************************************************
* Global functions
******************************************************************************/
void Determine_Apparent_Colour (INTERSECTION *Ray_Intersection, COLOUR Colour, RAY *Ray, DBL Weight);
void Initialize_Lighting_Code (void);
void Reinitialize_Lighting_Code (int Number_Of_Entries, TEXTURE ***Textures, DBL **Weights);
void Deinitialize_Lighting_Code (void);
int Test_Shadow (LIGHT_SOURCE *Light, DBL *Depth, RAY *Light_Source_Ray, RAY *Eye_Ray, VECTOR P, COLOUR Colour);
void do_diffuse (FINISH *Finish, RAY *Light_Source_Ray,
VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Pigment_Colour, DBL Attenuation);
void do_phong (FINISH *Finish, RAY *Light_Source_Ray,
VECTOR Eye, VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Texture_Colour);
void do_specular (FINISH *Finish, RAY *Light_Source_Ray,
VECTOR REye, VECTOR Layer_Normal, COLOUR Colour, COLOUR Light_Colour,
COLOUR Layer_Pigment_Colour);
void ResizeMediaMallocPools(long newSize);
void ResizeLightMallocPools(long newSize);
END_POV_NAMESPACE
#endif
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