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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-01-28 00:40:08 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-01-28 00:40:08 +0300
commit5445dda2956d64385b20874592b3305b7056505a (patch)
tree59975e804583931180994c24b0d3d04e485e7d0f /source/blender/render/extern/include/RE_shader_ext.h
parent478dc000b3d65af48422154769641a3ecbe071d8 (diff)
Ambient Occlusion split up into:
Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance.
Diffstat (limited to 'source/blender/render/extern/include/RE_shader_ext.h')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 28d88e1f8b4..a7c0f9511a5 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -49,10 +49,13 @@ typedef struct ShadeResult
float combined[4];
float col[4];
float alpha, mist, z;
+ float emit[3];
float diff[3]; /* no ramps, shadow, etc */
float spec[3];
float shad[3];
float ao[3];
+ float env[3];
+ float indirect[3];
float refl[3];
float refr[3];
float nor[3];
@@ -153,7 +156,7 @@ typedef struct ShadeInput
float dxstrand, dystrand;
/* AO is a pre-process now */
- float ao[3], indirect[3];
+ float ao[3], indirect[3], env[3];
int xs, ys; /* pixel to be rendered */
int mask; /* subsample mask */