Serious-Engine/Sources/LWSkaExporter/SDK/lwvolume.h

94 lines
3.0 KiB
C
Raw Normal View History

2016-03-11 14:57:17 +01:00
/*
* LWSDK Header File
* Copyright 1999, NewTek, Inc.
*
* LWVOLUME.H -- LightWave Volumetric Elements
*
* This header defines the volumetric rendering element.
*/
#ifndef LWSDK_VOLUME_H
#define LWSDK_VOLUME_H
#include <lwrender.h>
#define LWVOLUMETRIC_HCLASS "VolumetricHandler"
#define LWVOLUMETRIC_ICLASS "VolumetricInterface"
#define LWVOLUMETRIC_VERSION 4
/*
* A volume sample is a single segment along a ray through a
* volmetric function that has a uniform color and opacity. The
* dist and stride are the position and size of the sample and
* the opacity and color are given as color vectors.
*/
typedef struct st_LWVolumeSample {
double dist;
double stride;
double opacity[3];
double color[3];
} LWVolumeSample;
/*
* Volumetric ray access structure is passed to the volume rendering
* server to add its contribution to a ray passing through space. The
* ray is given by a void pointer.
*
* flags evaluation falgs. Indicates whether color or opacity or
* both should be computed.
*
* source origin of ray. Can be a light, the camera, or an object
* (for surface rendering).
*
* o,dir origin and direction of ray.
*
* rayColor color that is viewed from the origin of the ray, before
* volumetric effects are applied.
*
* far,near far and near clipping distances.
*
* oDist distance from origin (>0 when raytracing reflections /
* refractions).
*
* frustum pixel frustum.
*
* addSample add a new volume sample to the ray.
*
* getOpacity returns opacity (vector and scalar) at specified distance.
*/
typedef struct st_LWVolumeAccess {
void *ray;
int flags;
LWItemID source;
double o[3], dir[3], rayColor[3];
double farClip,nearClip;
double oDist, frustum;
void (*addSample) (void *ray, LWVolumeSample *smp);
double (*getOpacity) (void *ray, double dist, double opa[3]);
LWIlluminateFunc *illuminate;
LWRayTraceFunc *rayTrace;
LWRayCastFunc *rayCast;
LWRayShadeFunc *rayShade;
} LWVolumeAccess;
#define LWVEF_OPACITY (1<<0) // light attenuation is evaluated
#define LWVEF_COLOR (1<<1) // light scattering is evaluated
#define LWVEF_RAYTRACE (1<<2) // raytracing context
typedef struct st_LWVolumetricHandler {
LWInstanceFuncs *inst;
LWItemFuncs *item;
LWRenderFuncs *rend;
double (*evaluate) (LWInstance, LWVolumeAccess *);
unsigned int (*flags) (LWInstance);
} LWVolumetricHandler;
#define LWVOLF_SHADOWS (1<<0) // element will be evaluated for shadows
#define LWVOLF_REFLECTIONS (1<<1) // element will be evaluated for raytraced reflections
#define LWVOLF_REFRACTIONS (1<<2) // element will be evaluated for raytraced refractions
#endif