/usr/include/tachyon.h is in libtachyon-dev-common 0.99~b6+dsx-4.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 | /*
* tachyon.h - The declarations and prototypes needed so that 3rd party
* driver code can run the raytracer. Third party driver code should
* only use the functions in this header file to interface with the
* rendering engine.
*
* $Id: tachyon.h,v 1.121 2013/04/09 16:44:41 johns Exp $
*
*/
#if !defined(TACHYON_H)
#define TACHYON_H 1
/*
* Tachyon version strings for feature detection and compatibility testing.
*/
#define TACHYON_VERSION_STRING "0.99" /**< string version info */
#define TACHYON_MAJOR_VERSION 0 /**< major version number */
#define TACHYON_MINOR_VERSION 99 /**< minor version number */
#define TACHYON_PATCH_VERSION 0 /**< patch version number */
#ifdef __cplusplus
extern "C" {
#endif
/*#include "util.h"*/ /* rt_timer_xxx() and rt_rand() */
/*
* util.h - This file contains defines for the timer functions...
*
* $Id: util.h,v 1.23 2012/10/17 04:25:57 johns Exp $
*/
#if !defined(RT_UTIL_H)
#define RT_UTIL_H 1
#if !defined(USESINGLEFLT)
#define ACOS(x) acos(x)
#define COS(x) cos(x)
#define EXP(x) exp(x)
#define FABS(x) fabs(x)
#define POW(x, y) pow(x, y)
#define SIN(x) sin(x)
#define SQRT(x) sqrt(x)
#else
#define ACOS(x) acosf(x)
#define COS(x) cosf(x)
#define EXP(x) expf(x)
#define FABS(x) fabsf(x)
#define POW(x, y) powf(x, y)
#define SIN(x) sinf(x)
#define SQRT(x) sqrtf(x)
#endif
typedef void * rt_timerhandle; /* a timer handle */
rt_timerhandle rt_timer_create(void); /* create a timer (clears timer) */
void rt_timer_destroy(rt_timerhandle); /* create a timer (clears timer) */
void rt_timer_start(rt_timerhandle); /* start a timer (clears timer) */
void rt_timer_stop(rt_timerhandle); /* stop a timer */
double rt_timer_time(rt_timerhandle); /* report elapsed time in seconds */
double rt_timer_timenow(rt_timerhandle); /* report elapsed time in seconds */
#define RT_RAND_MAX 4294967296.0 /* Max random value from rt_rand */
unsigned int rt_rand(unsigned int *); /* thread-safe 32-bit RNG */
/* select the RNG to use as the basis for all of the floating point work */
#define RT_RNG_USE_KISS93 1
#if defined(RT_RNG_USE_QUICK_AND_DIRTY)
/* Quick and Dirty RNG */
typedef struct {
unsigned int randval;
} rng_urand_handle;
#define RT_RNG_MAX 4294967296.0 /* max urand value: 2^32 */
#elif defined(RT_RNG_USE_MERSENNE_TWISTER)
/* Mersenne Twister */
typedef struct {
int mti; /* mti==N+1 means mt[N] is not initialized */
unsigned int mt[624]; /* N: the array for the state vector */
unsigned int mag01[2];
} rng_urand_handle;
#define RT_RNG_MAX 4294967296.0 /* max urand value: 2^32 */
#elif defined(RT_RNG_USE_KISS93)
/* KISS93 */
typedef struct {
unsigned int x;
unsigned int y;
unsigned int z;
unsigned int w;
unsigned int c;
unsigned int k;
unsigned int m;
} rng_urand_handle;
#define RT_RNG_MAX 4294967296.0 /* max urand value: 2^32 */
#else
/* KISS99 */
typedef struct {
unsigned int x;
unsigned int y;
unsigned int z;
unsigned int c;
} rng_urand_handle;
#define RT_RNG_MAX 4294967296.0 /* max urand value: 2^32 */
#endif
void rng_urand_init(rng_urand_handle *rngh);
void rng_urand_seed(rng_urand_handle *rngh, unsigned int seed);
unsigned int rng_urand(rng_urand_handle *rngh);
typedef rng_urand_handle rng_frand_handle;
typedef rng_urand_handle rng_drand_handle;
void rng_frand_init(rng_frand_handle *rngh);
/* generates a random number on [0,1)-real-interval */
float rng_frand(rng_frand_handle *rngh);
void rng_frand_seed(rng_frand_handle *rngh, unsigned int seed);
void rng_drand_init(rng_drand_handle *rngh);
/* generates a random number on [0,1)-real-interval */
double rng_drand(rng_frand_handle *rngh);
void rng_drand_seed(rng_frand_handle *rngh, unsigned int seed);
/* routine to help create seeds for parallel runs */
unsigned int rng_seed_from_tid_nodeid(int tid, int node);
void jitter_offset2f(unsigned int *pval, float *xy);
void jitter_disc2f(unsigned int *pval, float *xy);
void jitter_sphere3f(rng_frand_handle *rngh, float *dir);
#endif /* RT_UTIL_H */
/*#include "hash.h"*/ /* rt_hash_xxx() */
/*
* hash.h - This file contains prototypes for hash table code etc.
*
* $Id: hash.h,v 1.4 2011/02/05 08:10:11 johns Exp $
*/
#ifndef HASH_H
#define HASH_H
typedef struct rt_hash_t {
struct hash_node_t **bucket; /**< array of hash nodes */
int size; /**< size of the array */
int entries; /**< number of entries in table */
int downshift; /**< shift cound, used in hash function */
int mask; /**< used to select bits for hashing */
} rt_hash_t;
/**
* Return code when a hash key is not find, or there's no collision
* upon insertion.
*/
#define HASH_FAIL -1
void rt_hash_init(rt_hash_t *, int);
int rt_hash_lookup (rt_hash_t *, const char *);
int rt_hash_insert (rt_hash_t *, const char *, int);
int rt_hash_delete (rt_hash_t *, const char *);
void rt_hash_destroy(rt_hash_t *);
char *rt_hash_stats (rt_hash_t *);
#endif /* HASH_H */
/******************************************************************/
/* Constants and types defined for use with the Tachyon API calls */
/******************************************************************/
/*
* Build Tachyon and its interfaces using either double- or single-precision
* floating point types, based on compile-time defition of the
* USESINGLEFLT macro.
*/
#ifdef USESINGLEFLT
typedef float flt; /**< generic floating point number, using float */
#else
typedef double flt; /**< generic floating point number, using double */
#endif
typedef flt apiflt; /**< for backward compatibility */
typedef void * SceneHandle;
typedef struct {
flt x;
flt y;
flt z;
} apivector;
typedef struct {
float r;
float g;
float b;
} apicolor;
typedef struct {
int texturefunc; /**< which texture function to use */
apicolor col; /**< base object color */
int shadowcast; /**< does the object cast a shadow */
flt ambient; /**< ambient lighting */
flt diffuse; /**< diffuse reflection */
flt specular; /**< specular reflection */
flt opacity; /**< how opaque the object is */
apivector ctr; /**< origin of texture */
apivector rot; /**< rotation of texture around origin */
apivector scale; /**< scale of texture in x,y,z */
apivector uaxs; /**< planar map u axis */
apivector vaxs; /**< planar map v axis */
apivector waxs; /**< volume map W axis */
char imap[96]; /**< name of image map */
} apitexture;
/********************************************/
/* Functions implemented to provide the API */
/********************************************/
/** Helper function to make vectors. */
apivector rt_vector(flt x, flt y, flt z);
/** Helper function to make colors. */
apicolor rt_color(flt r, flt g, flt b); /**< helper to make colors */
/** Set function pointer for user interface output callbacks. */
void rt_set_ui_message(void (* func) (int, char *));
/** Set function pointer for user interface progress callbacks. */
void rt_set_ui_progress(void (* func) (int));
/**
* Initialize ray tracing library, must be first Tachyon API called.
* Takes pointer to argument count, and pointer to argument array
* 1. resets and initializes the raytracing system
* 2. initializes internal parallel processing facilities, and tests
* inter-node connectivity.
* 3. deallocates previously allocated internal data structures
* 4. returns the id of this computational node on success, -1 on failure.
*/
int rt_initialize(int *, char ***);
/**
* Shutdown the ray tracing library for good, at final use before
* program termination. The ray tracer may not be used after rt_finalize
* has been called.
*/
void rt_finalize(void);
/** Allocate, initialize, and return a handle for a new scene. */
SceneHandle rt_newscene(void);
/** Destroy and deallocate the specified scene. */
void rt_deletescene(SceneHandle);
/** Render the current scene. */
void rt_renderscene(SceneHandle);
/** Set the filename for the output image for the specified scene. */
void rt_outputfile(SceneHandle, const char * outname);
/*
* 24-bit color image formats
*/
#define RT_FORMAT_TARGA 0 /**< 24-bit Targa file */
#define RT_FORMAT_PPM 1 /**< 24-bit NetPBM PPM file */
#define RT_FORMAT_SGIRGB 2 /**< 24-bit SGI RGB file */
#define RT_FORMAT_JPEG 3 /**< 24-bit JPEG file */
#define RT_FORMAT_WINBMP 4 /**< 24-bit Windows BMP file */
#define RT_FORMAT_PNG 5 /**< 24-bit PNG file */
/*
* 48-bit deep-color image formats
*/
#define RT_FORMAT_PPM48 6 /**< 48-bit NetPBM PPM file */
#define RT_FORMAT_PSD48 7 /**< 48-bit Photoshop PSD file */
/** Set the format of the output image(s). */
void rt_outputformat(SceneHandle, int format);
/**
* Set the horizontal and vertical resolution (in pixels)
* for the specified scene.
*/
void rt_resolution(SceneHandle, int hres, int vres);
/**
* Get the horizontal and vertical resolution (in pixels)
* for the specified scene.
*/
void rt_get_resolution(SceneHandle, int *hres, int *vres);
/** Set the view frustum aspect ratio (width/height) */
void rt_aspectratio(SceneHandle voidscene, float aspectratio);
/** Get the view frustum aspect ratio (width/height) */
void rt_get_aspectratio(SceneHandle voidscene, float *aspectratio);
/*
* Image cropping modes
*/
#define RT_CROP_DISABLED 0 /**< Image cropping disabled */
#define RT_CROP_ENABLED 1 /**< Image cropping enabled */
/**
* Crop the output image to the specified size,
* intended only for use in SPECMPI benchmarking.
*/
void rt_crop_output(SceneHandle, int hres, int vres, int lx, int ly);
/** Disable output image cropping. */
void rt_crop_disable(SceneHandle);
/** Sets the maximum number of supersamples to take for any pixel. */
void rt_aa_maxsamples(SceneHandle, int maxsamples);
/**
* Enables or Disables verbose messages from the ray tracing library
* during rendering. (a zero value means off, non-zero means on)
*/
void rt_verbose(SceneHandle, int v);
/*
* Surface normal and winding order fixup mode constants used
* to optionally auto-correct triangles with interpolate normals
*/
#define RT_NORMAL_FIXUP_OFF 0 /**< surface normals and winding order agree */
#define RT_NORMAL_FIXUP_FLIP 1 /**< flip normals to agree with winding order*/
#define RT_NORMAL_FIXUP_GUESS 2 /**< random normal/winding, use best guess */
/**
* Set the surface normal and polygon winding order fixup mode to use
* when generating triangles with interpolated surface normals.
*/
void rt_normal_fixup_mode(SceneHandle, int mode);
/**
* Enable clamping of pixel values to the range [0 1)
* (rather than renormalizing) prior to output.
* This mode is useful for improved rendering performance.
*/
void rt_image_clamp(SceneHandle voidscene);
/**
* Enable renormalization of pixel values to the range [0 1)
* (rather than clamping) prior to output.
*/
void rt_image_normalize(SceneHandle voidscene);
/** Apply gamma correction to the pixel values after normalization. */
void rt_image_gamma(SceneHandle voidscene, float gamma);
/**
* Have the ray tracer save the output image in the specified
* memory area, in raw 24-bit, packed, pixel interleaved, unsigned
* RGB bytes. The caller is responsible for making sure that there
* is enough space in the memory area for the entire image.
*/
void rt_rawimage_rgb24(SceneHandle, unsigned char *rawimage);
/**
* Request Tachyon to save the output image in the specified
* memory area, in raw 96-bit, packed, pixel interleaved, 32-bit float
* RGB bytes. The caller is responsible for making sure that there
* is enough space in the memory area for the entire image.
*/
void rt_rawimage_rgb96f(SceneHandle, float *rawimage);
/** Explicitly set the number of worker threads Tachyon will use. */
void rt_set_numthreads(SceneHandle, int);
/** Set the background color of the specified scene. */
void rt_background(SceneHandle, apicolor);
/**
* Set parameters for gradient (sky plane or sphere)
* background texturing. The "up" vector defines the direction
* of the "top" color. The top and bottom values give maximum and
* minimum projection values for the dot product between the
* the incident ray directon or original (sphere or plane respectively)
* and the "up" vector. The final resulting scaled and clamped
* value is used as the interpolation factor between the top and bottom
* gradient colors.
*/
void rt_background_gradient(SceneHandle, apivector up,
flt topval, flt botval,
apicolor topcolor, apicolor botcolor);
/**
* Background texture modes for rt_background_mode,
* determines behavior to use when rays don't hit any objects.
*/
#define RT_BACKGROUND_TEXTURE_SOLID 0
#define RT_BACKGROUND_TEXTURE_SKY_SPHERE 1
#define RT_BACKGROUND_TEXTURE_SKY_ORTHO_PLANE 2
/**
* Set the background texturing mode to use.
* When the solid texture mode is used, any ray that does not hit an object
* and does not achieve 100% fog density will be assigned the solid
* background color.
*
* When the sky sphere mode is active, the background color is computed
* by interpolating between a top/bottom color pair. The sky sphere
* color interpolation is performed by computing a dot product between
* the incident ray direction and the "up" color gradient direction,
* and the projected direction component is normalized and clamped against
* the top and bottom values. The sky sphere background mode is
* apropriate for any of the perspective or fisheye style camera
* projections, but not for orthographic projections.
*
* The sky plane background mode is intended for use with orthographic
* projections. The sky plane mode operates by interpolating similarly
* to the sky sphere, except that instead of projecting the incident ray
* direction vector onto the "up" direction vector, the direction component
* is computed by projecting the incident ray origin onto the "up" vector,
* since in the orthographic projection, all camera rays have identical
* direction vectors.
*/
void rt_background_mode(SceneHandle, int mode);
/*
* Fog modes for rt_fog_rendering_mode()
*/
#define RT_FOG_NORMAL 0 /**< radial fog */
#define RT_FOG_OPENGL 1 /**< planar OpenGL-like fog */
#define RT_FOG_VMD 1 /**< planar OpenGL-like fog */
/**
* Set fog rendering mode, either radial fog (native Tachyon behavior),
* or an OpenGL- or VMD-like planar fog. The Tachyon-native radial
* fog implementation uses the distance along the ray to the point of
* intersection as the fog coordinate. This gives more natural results in
* mirror reflections. The Tachyon-native radial fog implementation
* also applies fog to the background color, unlike OpenGL.
* The OpenGL- or VMD-style fog implmentation computes
* the fog coordinate by determining the its depth in the plane normal to the
* view direction, at the intersection point. Another difference in behavior
* is that OpenGL fog does not affect the background color. OpenGL-style
* fog is only applied to rendered geometry, not to the background color.
*/
void rt_fog_rendering_mode(SceneHandle, int);
/*
* Fog type parameters.
*/
#define RT_FOG_NONE 0 /**< no fog */
#define RT_FOG_LINEAR 1 /**< linear fog */
#define RT_FOG_EXP 2 /**< exponential fog */
#define RT_FOG_EXP2 3 /**< exponential-squared fog */
/** Set fog style (linear, exponential, exponential-squared). */
void rt_fog_mode(SceneHandle, int);
/** Set fog rendering parameters. */
void rt_fog_parms(SceneHandle, apicolor col,
flt start, flt end, flt density);
/** Set the maximum number of transparent surfaces that will be rendered. */
void rt_trans_max_surfaces(SceneHandle, int maxsurfaces);
/*
* Transparency mode flags for rt_trans_mode()
*/
#define RT_TRANS_ORIG 0 /**< original transparency mode */
#define RT_TRANS_VMD 1 /**< mult shaded color by opacity, for VMD */
#define RT_TRANS_RASTER3D 2 /**< angle-dependent opacity modulation */
/** Set transparency rendering mode. */
void rt_trans_mode(SceneHandle, int mode);
/**
* Control whether or not transparent surfaces modulate incident light or not
*/
void rt_shadow_filtering(SceneHandle, int mode);
/*
* Parameter values for rt_boundmode()
*/
#define RT_BOUNDING_DISABLED 0 /**< Disable spatial subdivision/bounding */
#define RT_BOUNDING_ENABLED 1 /**< Enable spatial subdivision/bounding */
/**
* Enables or disable automatic generation and use of ray tracing
* acceleration data structures.
*/
void rt_boundmode(SceneHandle, int mode);
/**
* Set the threshold to be used when automatic generation of ray tracing
* acceleration structures is to be used. The threshold represents the
* minimum number of objects which must be present in an area of space
* before an automatic acceleration system will consider optimizing the
* objects using spatial subdivision or automatic bounds generation methods.
*/
void rt_boundthresh(SceneHandle, int threshold);
/**************************/
/* Camera definition APIs */
/**************************/
/*
* Parameter values for rt_camera_projection()
*/
#define RT_PROJECTION_PERSPECTIVE 0 /**< Perspective projection mode */
#define RT_PROJECTION_ORTHOGRAPHIC 1 /**< Orthographic projection mode */
#define RT_PROJECTION_PERSPECTIVE_DOF 2 /**< Perspective projection mode */
#define RT_PROJECTION_FISHEYE 3 /**< Perspective projection mode */
/** Set camera projection mode. */
void rt_camera_projection(SceneHandle, int mode);
/** Set camera position and orientation. */
void rt_camera_position(SceneHandle, apivector center, apivector viewdir,
apivector updir);
/** Set camera position and orientation. */
void rt_camera_position3fv(SceneHandle, const float *center,
const float *viewdir, const float *updir);
/** Get camera position and orientation. */
void rt_get_camera_position(SceneHandle, apivector *center, apivector *viewdir,
apivector *updir, apivector *rightdir);
/** Get camera position and orientation. */
void rt_get_camera_position3fv(SceneHandle, float *center, float *viewdir,
float *updir, float *rightdir);
/**
* Camera maximum ray recursion depth (i.e. number of levels of
* reflection and transmission rays traced).
*/
void rt_camera_raydepth(SceneHandle, int maxdepth);
/**
* Set camera "zoom" factor.
* At a "zoom" factor of 1.0 for a perspective camera, Tachyon defines
* the height of the image plane as 1.0, at a distance of 1.0 from the
* camera center, yielding a 90 degree vertical field of view for a
* normal perspective camera.
* Zooming to a factor of 2.0 cuts the vertical height of the image
* plane in half, giving a correspondingly reduced vertical field
* of view of 53 degrees. For other types of cameras the zoom factor
* adjusts the projected image plane size accordingly, though the
* specific field of view .
*/
void rt_camera_zoom(SceneHandle, flt zoom);
/** Return current camera "zoom" factor. */
flt rt_get_camera_zoom(SceneHandle);
/**
* Set vertical field of view (in degrees) for a perspective camera.
* This API won't have the intended effect on other types of cameras.
*/
void rt_camera_vfov(SceneHandle, flt vfov);
/**
* Return vertical field of view (in degrees) for a perspective camera.
* This API won't have the intended effect on other types of cameras.
*/
flt rt_get_camera_vfov(SceneHandle);
/**
* Set view frustum for active camera.
* This routine is best used by experts. The center of the image plane is
* defined at the camera center, translated one unit length in the view
* direction. Given this, by defining the left, right, bottom, and top
* edges of the image plane, one can easily render a very high resolution
* image in multiple passes (a tile at a time), or one can use the precise
* view frustum definition to control the field of view more conveniently
* when matching vs. OpenGL, etc.
*/
void rt_camera_frustum(SceneHandle, flt left, flt right, flt bottom, flt top);
/** Set depth-of-field rendering options. */
void rt_camera_dof(SceneHandle voidscene, flt focallength, flt aperture);
/***********************/
/*Texture mapping APIs */
/***********************/
/*
* Object texture mapping functions.
*/
#define RT_TEXTURE_CONSTANT 0 /**< solid color */
#define RT_TEXTURE_3D_CHECKER 1 /**< checkerboard texture */
#define RT_TEXTURE_GRIT 2 /**< "grit" procedural texture */
#define RT_TEXTURE_MARBLE 3 /**< "marble" procedural texture */
#define RT_TEXTURE_WOOD 4 /**< "wood" procedural texture */
#define RT_TEXTURE_GRADIENT 5 /**< gradient noise procedural texture*/
#define RT_TEXTURE_CYLINDRICAL_CHECKER 6 /**< cylindrical checkerboard */
#define RT_TEXTURE_CYLINDRICAL_IMAGE 7 /**< cylindrical image map */
#define RT_TEXTURE_SPHERICAL_IMAGE 8 /**< spherical image map */
#define RT_TEXTURE_PLANAR_IMAGE 9 /**< planar image map */
#define RT_TEXTURE_VOLUME_IMAGE 10 /**< volumetric image map */
/**
* translates a texture definition into the internal format used
* by the ray tracing system, and returns an opaque pointer to the
* internally used structure, which should be passed to object creation
* routines.
*
* NOTE: This API should be deprecated, but a suitable replacement has not
* been written yet.
*/
void * rt_texture(SceneHandle, apitexture *);
/**
* Defines a named 1-D, 2-D, or 3-D texture image with a
* 24-bit RGB image buffer, without any file references.
* This allows an application to send Tachyon images for texture mapping
* without having to touch the filesystem.
*/
void rt_define_teximage_rgb24(const char *name, int xsize, int ysize, int zsize,
unsigned char *rgb24data);
/**
* Do not use this unless you know what you're doing, this is a
* short-term workaround until new object types have been created.
*/
void * rt_texture_copy_standard(SceneHandle, void *oldtex);
/**
* Do not use this unless you know what you're doing, this is a
* short-term workaround until new object types have been created.
*/
void * rt_texture_copy_vcstri(SceneHandle, void *oldtex);
/*****************************/
/* Shading and lighting APIs */
/*****************************/
/*
* Shader modes settings for rt_shadermode()
* These are sorted from lowest quality (and fastest execution)
* to highest quality (and slowest execution)
*/
#define RT_SHADER_AUTO 0 /**< Automatically determine shader needed */
#define RT_SHADER_LOWEST 1 /**< lowest quality shading available */
#define RT_SHADER_LOW 2 /**< low quality shading */
#define RT_SHADER_MEDIUM 3 /**< Medium quality shading */
#define RT_SHADER_HIGH 4 /**< High quality shading */
#define RT_SHADER_FULL 5 /**< Highest quality shading available */
/**
* Set the shading mode for the specified scene.
* Modes are sorted from lowest quality (and fastest execution)
* to highest quality (and slowest execution)
*/
void rt_shadermode(SceneHandle voidscene, int mode);
/*
* Shader modes for rt_phong_shader()
*/
#define RT_SHADER_NULL_PHONG 0 /**< Disable Phong contributions */
#define RT_SHADER_BLINN_FAST 1 /**< Fast version of Blinn's equation */
#define RT_SHADER_BLINN 2 /**< Blinn's specular highlights, as in OpenGL */
#define RT_SHADER_PHONG 3 /**< Phong specular highlights */
/** Set the equation used for rendering specular highlights */
void rt_phong_shader(SceneHandle voidscene, int mode);
/*
* Phong types
*/
#define RT_PHONG_PLASTIC 0 /**< Dielectric Phong highlight */
#define RT_PHONG_METAL 1 /**< Metallic Phong highlight */
/** Set Phong shading parameters for an existing texture. */
void rt_tex_phong(void * voidtex, flt phong, flt phongexp, int type);
/**
* Set transparent surface shading parameters for an existing texture,
* enabling or disabling angle-modulated transparency.
*/
void rt_tex_transmode(void * voidtex, int transmode);
/** Set edge cueing outline shading parameters for an existing texture. */
void rt_tex_outline(void * voidtex, flt outline, flt outlinewidth);
/** Rescale all light sources in the scene by factor lightscale. */
void rt_rescale_lights(SceneHandle, flt lightscale);
/** Define a point light source with associated texture, center, and radius. */
void * rt_light(SceneHandle, void *tex, apivector center, flt radius);
/** Define a point light source with associated texture, center, and radius. */
void * rt_light3fv(SceneHandle, void *tex, const float *center, float radius);
/**
* Define a directional light source with associated texture,
* center, and direction.
*/
void * rt_directional_light(SceneHandle, void *tex, apivector direction);
/**
* Define a directional light source with associated texture,
* center, and direction.
*/
void * rt_directional_light3fv(SceneHandle, void *tex, const float *direction);
/**
* Define a spotlight with associated texture, center, radius, direction,
* falloff start, and falloff end parameters.
*/
void * rt_spotlight(SceneHandle, void *tex, apivector center, flt radius,
apivector direction, flt fallstart, flt fallend);
/**
* Define a spotlight with associated texture, center, radius, direction,
* falloff start, and falloff end parameters.
*/
void * rt_spotlight3fv(SceneHandle, void *tex, const float *center,
float radius, const float *direction,
float fallstart, float fallend);
/** Set light attenuation parameters for an existing light. */
void rt_light_attenuation(void *light, flt constfactor,
flt linearfactor, flt quadfactor);
/**
* Ambient occlusion lighting, with monte carlo sampling of
* omnidirectional "sky" light.
*/
void rt_ambient_occlusion(void *scene, int numsamples, apicolor col);
/************************/
/* Object Creation APIs */
/************************/
/** Enable or update a clipping plane group. */
void rt_clip_fv(SceneHandle, int numplanes, const float * planes);
/** Enable or update a clipping plane group. */
void rt_clip_dv(SceneHandle, int numplanes, const double * planes);
/** Disable active clipping plane group. */
void rt_clip_off(SceneHandle);
/** Define an infinite cylinder. */
void rt_cylinder(SceneHandle, void *tex, apivector center,
apivector axis, flt radius);
/** Define an infinite cylinder. */
void rt_cylinder3fv(SceneHandle, void *tex, const float *center,
const float *axis, float radius);
/** Define a finite-length cylinder. */
void rt_fcylinder(SceneHandle, void *tex, apivector center,
apivector axis, flt radius);
/** Define a finite-length cylinder. */
void rt_fcylinder3fv(SceneHandle, void *tex, const float *center,
const float *axis, float radius);
/** Define a sequence of connected cylinders. */
void rt_polycylinder(SceneHandle, void *tex, apivector *points,
int numpoints, flt radius);
/** Define a sequence of connected cylinders. */
void rt_polycylinder3fv(SceneHandle, void *tex, const float *points,
int numpoints, float radius);
/** Define a sphere with associated texture, center, and radius. */
void rt_sphere(SceneHandle, void *tex, apivector center, flt radius);
/** Define a sphere with associated texture, center, and radius. */
void rt_sphere3fv(SceneHandle, void *tex, const float *center, float radius);
/** Define a plane. */
void rt_plane(SceneHandle, void *tex, apivector center, apivector normal);
/** Define a plane. */
void rt_plane3fv(SceneHandle, void *tex, const float *center,
const float *normal);
/** Define an annular ring. */
void rt_ring(SceneHandle, void *tex, apivector center, apivector mormal,
flt innerrad, flt outerrad);
/** Define an annular ring. */
void rt_ring3fv(SceneHandle, void *tex, const float *center,
const float *normal, float innerrad, float outerrad);
/** Define a flat-shaded triangle. */
void rt_tri(SceneHandle, void *tex, apivector v0, apivector v1, apivector v2);
/** Define a flat-shaded triangle. */
void rt_tri3fv(SceneHandle, void *tex,
const float *v0, const float *v1, const float *v2);
/** Define a smooth-shaded triangle using interpolated vertex normals. */
void rt_stri(SceneHandle, void *, apivector v0, apivector v1, apivector v2,
apivector n0, apivector n1, apivector n2);
/** Define a smooth-shaded triangle using interpolated vertex normals. */
void rt_stri3fv(SceneHandle, void *,
const float *v0, const float *v1, const float *v2,
const float *n0, const float *n1, const float *n2);
/**
* Define a smooth-shaded triangle using interpolated
* vertex normals and per-vertex colors.
*/
void rt_vcstri(SceneHandle, void *tex, apivector v0, apivector v1, apivector v2,
apivector n0, apivector n1, apivector n2,
apicolor c0, apicolor c1, apicolor c2);
/**
* Define a smooth-shaded triangle using interpolated
* vertex normals and per-vertex colors.
*/
void rt_vcstri3fv(SceneHandle, void *tex,
const float *v0, const float *v1, const float *v2,
const float *n0, const float *n1, const float *n2,
const float *c0, const float *c1, const float *c2);
/**
* Define smooth-shaded triangle strips using interpolated vertex normals,
* and per-vertex colors. All vertex data is stored in a single packed array
* of 32-bit floating point values formatted with each vertex consisting
* of colors, normals, and vertices, e.g. CrCgCbNxNyNzVxVyVz. One or
* multiple triangle strips are defined with a list of facet arrays, where
* each facet array contains a list of vertex indices.
*/
void rt_tristripscnv3fv(SceneHandle scene, void * tex,
int numverts, const float * cnv,
int numstrips, const int *vertsperstrip,
const int *facets);
/**
* Define an axis-aligned volumetric data set, with a user-defined
* sample evaluation callback function.
*/
void rt_extvol(SceneHandle, void *tex,
apivector mincoord, apivector maxcoord,
int samples, flt (* evaluator)(flt, flt, flt));
/**
* Define an axis-aligned scalar volumetric data set, loaded from a file.
*/
void rt_scalarvol(SceneHandle, void *tex,
apivector mincoord, apivector maxcoord,
int xsize, int ysize, int zsize,
const char *filename, void *invol);
/** Define an axis-aligned height field. */
void rt_heightfield(SceneHandle, void *tex, apivector center,
int m, int n, flt *field, flt wx, flt wy);
/** Define an auto-generated height field. */
void rt_landscape(SceneHandle, void *tex, int m, int n,
apivector center, flt wx, flt wy);
/** Define an axis-aligned box. */
void rt_box(SceneHandle, void *tex, apivector mincoord, apivector maxcoord);
/**
* Define a quadric sphere, normally used only for testing and benchmarking.
*/
void rt_quadsphere(SceneHandle, void *tex, apivector center, flt rad);
/*
* Include now-deprecated Tachyon APIs, unless the user has told us not to
*/
#if !defined(TACHYON_NO_DEPRECATED)
/*#include "tachyon_dep.h"*/
/*
* tachyon_dep.h - Deprecated Tachyon APIs that have been replaced by
* newer APIs or improved functionality.
* Existing applications should be updated to avoid using
* these APIs as they will be removed in a future version.
*
* $Id: tachyon_dep.h,v 1.2 2011/02/15 20:27:58 johns Exp $
*
*/
#if !defined(TACHYON_DEP_H)
#define TACHYON_DEP_H 1
/**
* Define a camera for a perspective projection, given the specified
* zoom factor, aspect ratio, antialiasing sample count,
* maximum ray recursion depth, and
* camera center, view direction, and up direction, in a left-handed
* coordinate system.
*/
void rt_camera_setup(SceneHandle, flt zoom, flt aspect,
int alias, int maxdepth,
apivector ctr, apivector viewdir, apivector updir);
/**
* Defines a named 1-D, 2-D, or 3-D texture image with a
* 24-bit RGB image buffer, without any file references.
* This allows an application to send Tachyon images for texture mapping
* without having to touch the filesystem.
*/
void rt_define_image(const char *name, int xsize, int ysize, int zsize,
unsigned char *rgb24data);
/** Set parameters for sky sphere background texturing. */
void rt_background_sky_sphere(SceneHandle, apivector up,
flt topval, flt botval,
apicolor topcolor, apicolor botcolor);
#endif /* TACHYON_DEP_H */
#endif /* ! TACHYON_NO_DEPRECATED */
/*
* Internal Tachyon APIs and data structures.
* Application developers should not be using anything below this point
* in the header file.
*/
#if defined(TACHYON_INTERNAL)
#ifdef USESINGLEFLT
/* All floating point types will be based on "float" */
#define SPEPSILON 0.0001f /**< amount to crawl down a ray */
#define EPSILON 0.0001f /**< amount to crawl down a ray */
#define FHUGE 1e18f /**< biggest fp number we care about */
#define TWOPI 6.28318531f /**< Two times Pi */
#define MINCONTRIB 0.001959f /**< 1.0 / 512.0, smallest contribution */
/**< to overall pixel color we care about */
/**< XXX this must change for HDR images */
#else
/* All floating point types will be based on "double" */
#define SPEPSILON 0.000000001 /**< amount to crawl down a ray */
#define EPSILON 0.000000001 /**< amount to crawl down a ray */
#define FHUGE 1e18 /**< biggest fp number we care about */
#define TWOPI 6.28318531 /**< Two times Pi */
#define MINCONTRIB 0.001959 /**< 1.0 / 512.0, smallest contribution */
/**< to overall pixel color we care about */
/**< XXX this must change for HDR images */
#endif
#define BOUNDTHRESH 16 /**< spatial subdiv. object count threshold */
/*
* Maximum internal table sizes
* Use prime numbers for best memory system performance
* (helps avoid cache aliasing..)
*/
#define MAXIMGS 39 /**< maxiumum number of distinct images */
/*
* Ray flags
*
* These are used in order to skip calculations which are only
* needed some of the time. For example, when shooting shadow
* rays, we only have to find *one* intersection that's valid,
* if we find even one, we can quit early, thus saving lots of work.
*/
#define RT_RAY_PRIMARY 1 /**< A primary ray */
#define RT_RAY_REGULAR 2 /**< A regular ray, fewer shorcuts available */
#define RT_RAY_SHADOW 4 /**< A shadow ray, we can early-exit asap */
#define RT_RAY_FINISHED 8 /**< We've found what we're looking for already */
/**< early-exit at soonest opportunity.. */
/**
* Shader capability flags - sorted by relative execution cost.
* Used to automatically setup the fastest shader that supports
* all of the capabilities used in a given scene.
* Ideally, we use the shader that just has the features we need,
* and nothing more, but its impractical to have that many seperate
* shaders, each optimized for an exact set of features, but we
* do the best we can with a reasonable amount of code.
*/
#define RT_SHADE_NOFLAGS 0 /**< clear feature flags */
#define RT_SHADE_LIGHTING 1 /**< need lighting */
#define RT_SHADE_PHONG 2 /**< need phong shading */
#define RT_SHADE_TEXTURE_MAPS 4 /**< need texture mapping */
#define RT_SHADE_MIPMAP 8 /**< need mip-maps */
#define RT_SHADE_REFLECTION 16 /**< need reflections */
#define RT_SHADE_REFRACTION 32 /**< need refraction */
#define RT_SHADE_SHADOWS 64 /**< need shadows */
#define RT_SHADE_VOLUMETRIC 128 /**< need volume rendering */
#define RT_SHADE_ANTIALIASING 256 /**< need antialiasing */
#define RT_SHADE_DEPTH_OF_FIELD 512 /**< need depth of field */
#define RT_SHADE_SOFT_SHADOW 1024 /**< need soft-shadows/penumbra */
#define RT_SHADE_VOLUMETRIC_SHADOW 2048 /**< need volumetric shadows */
#define RT_SHADE_CLIPPING 4096 /**< need clipping logic enabled */
#define RT_SHADE_AMBIENTOCCLUSION 8192 /**< need ambient occlusion */
/*
* Texture flags
*
* These are used in order to skip calculations that are only needed
* some of the time.
*/
#define RT_TEXTURE_NOFLAGS 0 /**< No special behavior */
#define RT_TEXTURE_SHADOWCAST 1 /**< This object casts a shadow */
#define RT_TEXTURE_ISLIGHT 2 /**< This object is a light */
/*
* Image buffer format flags
*/
#define RT_IMAGE_BUFFER_RGB24 0 /**< 24-bit color, unsigned char RGB */
#define RT_IMAGE_BUFFER_RGB96F 1 /**< 96-bit color, 32-bit float RGB */
/*
* Image post-processing flags
*/
#define RT_IMAGE_CLAMP 0 /**< clamp pixel values [0 to 1) */
#define RT_IMAGE_NORMALIZE 1 /**< normalize pixel values [0 to 1) */
#define RT_IMAGE_GAMMA 2 /**< gamma correction */
struct ray_t;
typedef unsigned char byte; /* 1 byte */
typedef apivector vector;
typedef apicolor color;
typedef struct { /**< Raw 24 bit RGB image structure */
int loaded; /**< image memory residence flag */
int xres; /**< image X axis size */
int yres; /**< image Y axis size */
int zres; /**< image Z axis size */
int bpp; /**< image bits per pixel */
char name[96]; /**< image filename (with path) */
unsigned char * data; /**< pointer to raw byte image data */
} rawimage;
typedef struct {
int levels;
rawimage ** images;
} mipmap;
typedef struct { /**< Scalar Volume Data */
int loaded; /**< Volume data memory residence flag */
int xres; /**< volume X axis size */
int yres; /**< volume Y axis size */
int zres; /**< volume Z axis size */
flt opacity; /**< opacity per unit length */
char name[96]; /**< Volume data filename */
unsigned char * data; /**< pointer to raw byte volume data */
} scalarvol;
/*
* Background texture data structure
*/
typedef struct {
color background; /**< solid background color */
vector gradient; /**< gradient direction vector for "up" */
flt gradtopval; /**< texture dot product max parameter for top */
flt gradbotval; /**< texture dot product min parameter for bot */
color backgroundtop; /**< gradient background top */
color backgroundbot; /**< gradient background bottom */
} background_texture;
/*
* Object texture data structures
*/
typedef struct {
void (* freetex)(void *); /**< free the texture */
} texture_methods;
#define RT_TEXTURE_HEAD \
color (* texfunc)(const void *, const void *, void *); \
texture_methods * methods; /**< this texture's methods */ \
unsigned int flags; /**< texturing/lighting flags */ \
float ambient; /**< ambient lighting */ \
float diffuse; /**< diffuse reflection */ \
float phong; /**< phong specular highlights */ \
float phongexp; /**< phong exponent/shininess factor */ \
int phongtype; /**< 0 == dielectric, nonzero == metal */ \
float specular; /**< specular reflection */ \
float opacity; /**< how opaque the object is */ \
int transmode; /**< transparency modulation mode */ \
float outline; /**< edge outline shading */ \
float outlinewidth; /**< edge outline width */
typedef struct {
RT_TEXTURE_HEAD
} texture;
typedef struct {
RT_TEXTURE_HEAD
color col; /**< base object color */
vector ctr; /**< origin of texture */
vector rot; /**< rotation of texture about origin */
vector scale; /**< scale of texture in x,y,z */
vector uaxs; /**< planar/volume map U axis */
vector vaxs; /**< planar/volume map V axis */
vector waxs; /**< volumetric map W axis */
void * img; /**< pointer to image or volume texture */
void * obj; /**< object ptr, hack for vol shaders */
} standard_texture;
typedef struct {
RT_TEXTURE_HEAD
void * obj; /**< object ptr, hack for vcstri for now */
color c0; /**< color for vertex 0 */
color c1; /**< color for vertex 1 */
color c2; /**< color for vertex 2 */
} vcstri_texture;
/*
* Object data structures
*/
typedef struct {
void (* intersect)(const void *, void *); /**< intersection func ptr */
void (* normal)(const void *, const void *, const void *, void *); /**< normal function ptr */
int (* bbox)(void *, vector *, vector *); /**< return the object bbox */
void (* freeobj)(void *); /**< free the object */
} object_methods;
/*
* Clipping plane data structure
*/
typedef struct {
int numplanes; /**< number of clipping planes */
flt * planes; /**< 4 plane eq coefficients per plane */
} clip_group;
#define RT_OBJECT_HEAD \
unsigned int id; /**< Unique Object serial number */ \
void * nextobj; /**< pointer to next object in list */ \
object_methods * methods; /**< this object's methods */ \
clip_group * clip; /**< this object's clip group */ \
texture * tex; /**< object texture */
typedef struct {
RT_OBJECT_HEAD
} object;
typedef struct {
const object * obj; /**< to object we hit */
flt t; /**< distance along the ray to the hit point */
} intersection;
typedef struct {
int num; /**< number of intersections */
intersection closest; /**< closest intersection > 0.0 */
flt shadowfilter; /**< modulation by transparent surfaces */
} intersectstruct;
/* camera related defines etc */
#define RT_CAMERA_FRUSTUM_AUTO 0 /**< compute frustum automatically */
#define RT_CAMERA_FRUSTUM_USER 1 /**< use user-specified frustum bounds */
typedef struct {
int frustumcalc; /**< auto-calc or user-defined frustum */
int projection; /**< camera projection mode */
vector center; /**< center of the camera in world coords */
vector viewvec; /**< view direction of the camera (Z axis) */
vector rightvec; /**< right axis for the camera (X axis) */
vector upvec; /**< up axis for the camera (Y axis) */
flt camzoom; /**< zoom factor for the camera */
flt px; /**< width of image plane in world coords */
flt py; /**< height of image plane in world coords */
flt psx; /**< width of pixel in world coords */
flt psy; /**< height of pixel in world coords */
flt focallength; /**< distance from eye to focal plane */
flt left; /**< left side of perspective frustum */
flt right; /**< right side of perspective frustum */
flt top; /**< top side of perspective frustum */
flt bottom; /**< bottom side of perspective frustum */
flt aperture; /**< depth of field aperture */
vector projcent; /**< center of image plane in world coords */
color (* cam_ray)(void *, flt, flt); /**< camera ray generator fctn */
vector lowleft; /**< lower left corner of image plane */
vector iplaneright; /**< image plane right vector */
vector iplaneup; /**< image plane up vector */
} camdef;
typedef struct fogdata_t {
color (* fog_fctn)(struct fogdata_t *, color, flt); /**< fog function */
int type; /**< radial, planer, etc */
color col; /**< fog color */
flt start; /**< fog start parameter */
flt end; /**< fog end parameter */
flt density; /**< fog density parameter */
} fogdata;
typedef struct amboccdata_t {
int numsamples; /**< number of samples for ambient occlusion */
color col; /**< color of ambient occlusion light */
} amboccludedata;
typedef struct {
int numcpus; /**< number of processors on this node */
flt cpuspeed; /**< relative speed of cpus on this node */
flt nodespeed; /**< relative speed index for this node */
char machname[512]; /**< machine/node name */
} nodeinfo;
typedef struct list {
void * item;
struct list * next;
} list;
typedef struct {
vector hit; /**< ray object intersection hit point */
vector N; /**< surface normal at the hit point */
vector L; /**< vector point in the direction from hit point to the light */
flt Llen; /**< distance from hit point to the light (if any) */
} shadedata;
typedef struct {
int cropmode; /**< output image cropping mode */
int xres; /**< cropped image x resolution in pixels */
int yres; /**< cropped image y resolution in pixels */
int xstart; /**< starting pixel in x (left side) */
int ystart; /**< starting pixel in y (top size) */
} cropinfo;
typedef struct {
object * boundedobj; /**< bounded object list, starts out empty */
object * unboundedobj; /**< unbounded object list, starts out empty */
int numobjects; /**< number of objects in group */
} displist;
typedef struct {
char outfilename[256]; /**< name of the output image */
int writeimagefile; /**< enable/disable writing of image to disk */
void * img; /**< pointer to a raw rgb image to be stored */
int imginternal; /**< image was allocated by the library */
int imgprocess; /**< image post processing flags */
float imggamma; /**< image gamma correction value */
int imgbufformat; /**< pixel format for image buffer */
int imgfileformat; /**< output format for final image */
cropinfo imgcrop; /**< image output cropping for SPEC MPI */
int numthreads; /**< user controlled number of threads */
int nodes; /**< number of distributed memory nodes */
int mynode; /**< my distributed memory node number */
nodeinfo * cpuinfo; /**< overall cpu/node/threads info */
int hres; /**< horizontal output image resolution */
int vres; /**< vertical output image resolution */
flt aspectratio; /**< aspect ratio of output image */
int raydepth; /**< maximum recursion depth */
int transcount; /**< maximum # transparent surfaces shown */
int shadowfilter; /**< whether trans. surfaces filter lights */
int antialiasing; /**< number of antialiasing rays to fire */
int verbosemode; /**< verbose reporting flag */
int boundmode; /**< automatic spatial subdivision flag */
int boundthresh; /**< threshold number of subobjects */
list * texlist; /**< linked list of texture objects */
list * cliplist; /**< linked list of clipping plane groups */
unsigned int flags; /**< scene feature requirement flags */
camdef camera; /**< camera definition */
color (* shader)(void *); /**< main shader used for the whole scene */
flt (* phongfunc)(const struct ray_t * incident, const shadedata * shadevars, flt specpower); /**< phong shader used for whole scene */
int transmode; /**< transparency mode flags */
background_texture bgtex; /**< background texture parameters */
color (* bgtexfunc)(const struct ray_t * incident); /**< background texturing function ptr */
fogdata fog; /**< fog parameters */
displist objgroup; /**< objects in the scene */
list * lightlist; /**< linked list of lights in the scene */
flt light_scale; /**< global scaling factor for direct lights */
int numlights; /**< number of lights in the scene */
amboccludedata ambocc; /**< ambient occlusion data */
int scenecheck; /**< re-check scene for changes */
void * parbuf; /**< parallel message passing handle */
void * threads; /**< thread handles */
void * threadparms; /**< thread parameters */
clip_group * curclipgroup; /**< current clipping group, during parsing */
int normalfixupmode; /**< normal/winding order fixup for stri */
} scenedef;
typedef struct ray_t {
vector o; /**< origin of the ray X,Y,Z */
vector d; /**< normalized direction of the ray */
flt maxdist; /**< maximum distance to search for intersections */
flt opticdist; /**< total distance traveled from camera so far */
void (* add_intersection)(flt, const object *, struct ray_t *);
intersectstruct intstruct; /**< ptr to thread's intersection data */
unsigned int depth; /**< levels left to recurse.. (maxdepth - curdepth) */
int transcnt; /**< transparent surfaces left to show */
unsigned int flags; /**< ray flags, any special treatment needed etc */
unsigned long serial; /**< serial number of the ray */
unsigned long * mbox; /**< mailbox array for optimizing intersections */
scenedef * scene; /**< pointer to the scene, for global parms such as */
/**< background colors etc */
unsigned int randval; /**< random number seed */
rng_frand_handle frng; /**< 32-bit FP random number generator handle */
} ray;
#endif
#ifdef __cplusplus
}
#endif
#endif
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