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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-10-12 23:41:40 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-10-12 23:41:40 +0400
commit10198e99ff398380696e3408f752280e6bb5106d (patch)
tree834b81d39ae9561ace7b2c607f2015cc03ce7af7 /source/blender/makesdna/DNA_lamp_types.h
parentb5f820cd874a7b3ca1de81103b99969429adfd6c (diff)
Deep Shadow Buffer
Since the deep shadow buffer summer of code project is not actively under development anymore, I decided to build my own DSM implementation from scratch, based on reusing as much existing shadow buffer code as possible. It's not very advanced, but implements the basic algorithm. Just enough so we can do shading tests with it, optimizations and other improvements can be done later. Supported: * Classical shadow buffer options: filter, soft, bias, .. * Multiple sample buffers, merged into one. * Halfway trick to support lower bias. * Compression with user defined threshold. * Non-textured alpha transparency, using Casting Alpha value. * Strand render. Not Supported: * Tiling disk cache, so can use a lot of memory. * Per part rendering for lower memory usage during creation. * Colored shadow. * Textured color/alpha shadow. * Mipmaps for faster filtering. * Volume shadows. Usage Hints: * Use sample buffers + smaller size rather than large size. * For example 512 size x 9 sample buffers instead of 2048 x 1. * Compression threshold 0.05 works, but is on the conservative side.
Diffstat (limited to 'source/blender/makesdna/DNA_lamp_types.h')
-rw-r--r--source/blender/makesdna/DNA_lamp_types.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_lamp_types.h b/source/blender/makesdna/DNA_lamp_types.h
index 78c8d1a5607..0a0046f8470 100644
--- a/source/blender/makesdna/DNA_lamp_types.h
+++ b/source/blender/makesdna/DNA_lamp_types.h
@@ -63,7 +63,7 @@ typedef struct Lamp {
short pad2;
float clipsta, clipend, shadspotsize;
- float bias, soft;
+ float bias, soft, compressthresh, pad5[3];
short bufsize, samp, buffers, filtertype;
char bufflag, buftype;
@@ -167,6 +167,7 @@ typedef struct Lamp {
#define LA_SHADBUF_REGULAR 0
#define LA_SHADBUF_IRREGULAR 1
#define LA_SHADBUF_HALFWAY 2
+#define LA_SHADBUF_DEEP 3
/* bufflag, auto clipping */
#define LA_SHADBUF_AUTO_START 1