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authorLukas Tönne <lukas.toenne@gmail.com>2014-07-26 14:59:29 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2014-07-26 14:59:29 +0400
commite15cdec2d49ee47a85897db9838578a298146513 (patch)
treead3ae9a05feb9819df98504951a80d3c5daadf9b /source/blender/makesdna/DNA_node_types.h
parent08725cce5a7226165a5599d165217ca89217ad0f (diff)
New compositor node "Sun Beams"
This allows adding a "fake" sun beam effect, simulating crepuscular rays from light being scattered in a medium like the atmosphere or deep water. Such effects can be created also by renderers using volumetric lighting, but the compositor feature is a lot cheaper and is independent from 3D rendering. This makes it ideally suited for motion graphics. The implementation uses am optimized accumulation method for gathering color values along a line segment. The inner buffer loop uses fixed offset increments to avoid unnecessary multiplications and avoids variables by using compile-time specialization (see inline comments for further details).
Diffstat (limited to 'source/blender/makesdna/DNA_node_types.h')
-rw-r--r--source/blender/makesdna/DNA_node_types.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index b13353609c6..e0d25e763d4 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -852,6 +852,12 @@ typedef struct NodeShaderUVMap {
char uv_map[64];
} NodeShaderUVMap;
+typedef struct NodeSunBeams {
+ float source[2];
+
+ float ray_length;
+} NodeSunBeams;
+
/* script node mode */
#define NODE_SCRIPT_INTERNAL 0
#define NODE_SCRIPT_EXTERNAL 1