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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-09-04 17:29:07 +0400
commitadea12cb01e4c4f18f345dfbbf49e9e622192e4e (patch)
treeb43018344c696e4d59437fabc7f17f5b9d6a8e80 /intern/cycles/render/nodes.h
parent68563134d4800be4eb46aa6b598fd719cdaf2980 (diff)
Cycles: merge of changes from tomato branch.
Regular rendering now works tiled, and supports save buffers to save memory during render and cache render results. Brick texture node by Thomas. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Brick_Texture Image texture Blended Box Mapping. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Image_Texture http://mango.blender.org/production/blended_box/ Various bug fixes by Sergey and Campbell. * Fix for reading freed memory in some node setups. * Fix incorrect memory read when synchronizing mesh motion. * Fix crash appearing when direct light usage is different on different layers. * Fix for vector pass gives wrong result in some circumstances. * Fix for wrong resolution used for rendering Render Layer node. * Option to cancel rendering when doing initial synchronization. * No more texture limit when using CPU render. * Many fixes for new tiled rendering.
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h11
1 files changed, 11 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 650d6092f29..82bead7e41a 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -70,8 +70,11 @@ public:
bool is_float;
string filename;
ustring color_space;
+ ustring projection;
+ float projection_blend;
static ShaderEnum color_space_enum;
+ static ShaderEnum projection_enum;
};
class EnvironmentTextureNode : public TextureNode {
@@ -155,6 +158,14 @@ public:
SHADER_NODE_CLASS(CheckerTextureNode)
};
+class BrickTextureNode : public TextureNode {
+public:
+ SHADER_NODE_CLASS(BrickTextureNode)
+
+ float offset, squash;
+ int offset_frequency, squash_frequency;
+};
+
class MappingNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MappingNode)