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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2006-12-21 16:47:27 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2006-12-21 16:47:27 +0300
commit47bc3d1208c48903f53728d17d3acbb1ccbd06cb (patch)
treeeca808294b88940590b8dc7e9693acc20ef2048f /source/blender/render/extern
parentedccdf934018264002c034906e8a287d12b7ead7 (diff)
Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
Diffstat (limited to 'source/blender/render/extern')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h18
1 files changed, 16 insertions, 2 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 398e85a60e2..81660d23656 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -74,6 +74,16 @@ struct ShadeInputCopy {
int mode; /* base material mode (OR-ed result of entire node tree) */
};
+typedef struct ShadeInputUV {
+ float dxuv[3], dyuv[3], uv[3];
+ char *name;
+} ShadeInputUV;
+
+typedef struct ShadeInputCol {
+ float col[3];
+ char *name;
+} ShadeInputCol;
+
/* localized renderloop data */
typedef struct ShadeInput
{
@@ -112,13 +122,17 @@ typedef struct ShadeInput
float layerfac;
/* texture coordinates */
- float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
+ float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
float refcol[4], displace[3];
float strand, tang[3], stress, winspeed[4];
+
+ ShadeInputUV uv[4]; /* 4 = MAX_MTFACE */
+ ShadeInputCol col[4]; /* 4 = MAX_MCOL */
+ int totuv, totcol;
/* dx/dy OSA coordinates */
float dxco[3], dyco[3];
- float dxlo[3], dylo[3], dxgl[3], dygl[3], dxuv[3], dyuv[3];
+ float dxlo[3], dylo[3], dxgl[3], dygl[3];
float dxref[3], dyref[3], dxorn[3], dyorn[3];
float dxno[3], dyno[3], dxview, dyview;
float dxlv[3], dylv[3];