diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-22 00:52:51 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-22 00:52:51 +0300 |
commit | ec99255c2729b555f34d75c0a2c59f141e327924 (patch) | |
tree | 9b8b03fca39f16c2dfc8b05627bda786786fc140 /source/blender/blenkernel/BKE_texture.h | |
parent | 16eec383fda747ff97b44e3f93cfc7e0b1033174 (diff) |
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
Diffstat (limited to 'source/blender/blenkernel/BKE_texture.h')
-rw-r--r-- | source/blender/blenkernel/BKE_texture.h | 23 |
1 files changed, 0 insertions, 23 deletions
diff --git a/source/blender/blenkernel/BKE_texture.h b/source/blender/blenkernel/BKE_texture.h index 711ad893486..547ac593d15 100644 --- a/source/blender/blenkernel/BKE_texture.h +++ b/source/blender/blenkernel/BKE_texture.h @@ -59,29 +59,6 @@ struct MTex *add_mtex(void); struct Tex *copy_texture(struct Tex *tex); void make_local_texture(struct Tex *tex); void autotexname(struct Tex *tex); -void init_render_texture(struct Tex *tex); -void init_render_textures(void); -void end_render_texture(struct Tex *tex); -void end_render_textures(void); -int clouds(struct Tex *tex, float *texvec); -int blend(struct Tex *tex, float *texvec); -int wood(struct Tex *tex, float *texvec); -int marble(struct Tex *tex, float *texvec); -int magic(struct Tex *tex, float *texvec); -int stucci(struct Tex *tex, float *texvec); -int texnoise(struct Tex *tex); -int plugintex(struct Tex *tex, float *texvec, float *dxt, float *dyt); -void tubemap(float x, float y, float z, float *adr1, float *adr2); -void spheremap(float x, float y, float z, float *adr1, float *adr2); -void do_2d_mapping(struct MTex *mtex, float *t, float *dxt, float *dyt); -int multitex(struct Tex *tex, float *texvec, float *dxt, float *dyt); -void do_material_tex(void); -void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf); -void do_sky_tex(void); -void do_lamp_tex(struct LampRen *la, float *lavec); -void externtex(struct MTex *mtex, float *vec); -void externtexcol(struct MTex *mtex, float *orco, char *col); -void render_realtime_texture(void); #endif |