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authorTon Roosendaal <ton@blender.org>2003-12-10 23:41:53 +0300
committerTon Roosendaal <ton@blender.org>2003-12-10 23:41:53 +0300
commita18cc02374e8993824cfeb12b9e67b5b067317d9 (patch)
tree92b674659affe20fcdbf521ddc1a7269d4cc696b /source/blender/makesdna/DNA_lamp_types.h
parentcad30134cb9093650488a37803361fcbf1f1db2f (diff)
- Xmas special: shiny mirroring bells & whistles!
This is a revision of the old NeoGeo raytracer, dusted off, improved quite a lot, and nicely integrated in the rest of rendering pipeline. Enable it with F10-"Ray", and set either a 'ray-shadow' lamp or give the Material a "RayMirror" value. It has been added for 2 reasons: - get feedback on validity... I need artists to play around with it if it's actually useful. It still *is* raytracing, meaning complex scenes will easily become slow. - for educational purposes. All raytracing happens in ray.c, which can be quite easily adjusted for other effects. When too many disasters pop up with this, I'll make it a compile #ifdef. But so far, it seems to do a decent job. Demo files: http://www.blender.org/docs/ray_test.tgz An article (tech) about how it works, and about the new octree invention will be posted soon. :) Note: it doesn't work with unified render yet.
Diffstat (limited to 'source/blender/makesdna/DNA_lamp_types.h')
-rw-r--r--source/blender/makesdna/DNA_lamp_types.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_lamp_types.h b/source/blender/makesdna/DNA_lamp_types.h
index 90529474d67..1a73c5fb9a2 100644
--- a/source/blender/makesdna/DNA_lamp_types.h
+++ b/source/blender/makesdna/DNA_lamp_types.h
@@ -56,6 +56,9 @@ typedef struct Lamp {
float clipsta, clipend, shadspotsize;
float bias, soft;
+ short ray_samp, pad;
+ float ray_soft;
+
/* texact is for buttons */
short texact, shadhalostep;
@@ -88,6 +91,7 @@ typedef struct Lamp {
#define LA_DEEP_SHADOW 1024
#define LA_NO_DIFF 2048
#define LA_NO_SPEC 4096
+#define LA_SHAD_RAY 8192
/* mapto */
#define LAMAP_COL 1