/**************************************************************************** * atmoshp.h * * This module contains all defines, typedefs, and prototypes for ATMOSPH.C. * * from Persistence of Vision(tm) Ray Tracer * Copyright 1996,1999 Persistence of Vision Team *--------------------------------------------------------------------------- * NOTICE: This source code file is provided so that users may experiment * with enhancements to POV-Ray and to port the software to platforms other * than those supported by the POV-Ray Team. There are strict rules under * which you are permitted to use this file. The rules are in the file * named POVLEGAL.DOC which should be distributed with this file. * If POVLEGAL.DOC is not available or for more info please contact the POV-Ray * Team Coordinator by email to team-coord@povray.org or visit us on the web at * http://www.povray.org. The latest version of POV-Ray may be found at this site. * * This program is based on the popular DKB raytracer version 2.12. * DKBTrace was originally written by David K. Buck. * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins. * *****************************************************************************/ #ifndef ATMOSPH_H #define ATMOSPH_H /***************************************************************************** * Global preprocessor defines ******************************************************************************/ /* Define fog types. DMF */ #define ORIG_FOG 1 #define GROUND_MIST 2 #define FOG_TYPES 2 /***************************************************************************** * Global typedefs ******************************************************************************/ typedef struct Fog_Struct FOG; typedef struct Rainbow_Struct RAINBOW; typedef struct Skysphere_Struct SKYSPHERE; struct Fog_Struct { int Type; DBL Distance; DBL Alt; DBL Offset; COLOUR Colour; VECTOR Up; TURB *Turb; SNGL Turb_Depth; FOG *Next; }; struct Rainbow_Struct { DBL Distance; DBL Jitter; DBL Angle, Width; DBL Arc_Angle, Falloff_Angle, Falloff_Width; VECTOR Antisolar_Vector; VECTOR Up_Vector, Right_Vector; PIGMENT *Pigment; RAINBOW *Next; }; struct Skysphere_Struct { int Count; /* Number of pigments. */ PIGMENT **Pigments; /* Pigment(s) to use. */ TRANSFORM *Trans; /* Skysphere transformation. */ }; /***************************************************************************** * Global variables ******************************************************************************/ /***************************************************************************** * Global functions ******************************************************************************/ void Initialize_Atmosphere_Code (void); void Deinitialize_Atmosphere_Code (void); void Do_Infinite_Atmosphere (RAY *Ray, COLOUR Colour); void Do_Finite_Atmosphere (RAY *Ray, INTERSECTION *Intersection, COLOUR Colour, int Light_Source_Flag); FOG *Create_Fog (void); FOG *Copy_Fog (FOG *Fog); void Destroy_Fog (FOG *Fog); RAINBOW *Create_Rainbow (void); RAINBOW *Copy_Rainbow (RAINBOW *Rainbow); void Destroy_Rainbow (RAINBOW *Rainbow); SKYSPHERE *Create_Skysphere (void); SKYSPHERE *Copy_Skysphere (SKYSPHERE *Skysphere); void Destroy_Skysphere (SKYSPHERE *Skysphere); void Scale_Skysphere (SKYSPHERE *Skysphere, VECTOR Vector); void Rotate_Skysphere (SKYSPHERE *Skysphere, VECTOR Vector); void Translate_Skysphere (SKYSPHERE *Skysphere, VECTOR Vector); void Transform_Skysphere (SKYSPHERE *Skysphere, TRANSFORM *Trans); #endif