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