/**************************************************************************** * lighting.h * * This module contains all defines, typedefs, and prototypes for LIGHTING.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 LIGHTING_H #define LIGHTING_H #include "point.h" /***************************************************************************** * Global preprocessor defines ******************************************************************************/ /***************************************************************************** * Global typedefs ******************************************************************************/ /***************************************************************************** * Global variables ******************************************************************************/ /***************************************************************************** * Global functions ******************************************************************************/ void Determine_Apparent_Colour (INTERSECTION *Ray_Intersection, COLOUR Colour, RAY *Ray, DBL Weight); void Initialize_Lighting_Code (void); void Reinitialize_Lighting_Code (int Number_Of_Entries, TEXTURE ***Textures, DBL **Weights); void Deinitialize_Lighting_Code (void); int Test_Shadow (LIGHT_SOURCE *Light, DBL *Depth, RAY *Light_Source_Ray, RAY *Eye_Ray, VECTOR P, COLOUR Colour); #endif