This file is indexed.

/usr/include/tachyon.h is in libtachyon-dev-common 0.99~b6+dsx-4.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
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