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authorTon Roosendaal <ton@blender.org>2006-12-05 19:43:01 +0300
committerTon Roosendaal <ton@blender.org>2006-12-05 19:43:01 +0300
commit3177c4f69fcb53c2aad744ee951ea60d98a77c86 (patch)
tree01faa369202dce47cde8bca2f1c0c3c06c8bab0c /source/blender/render/intern/include/rendercore.h
parent246ab11255a4f5a3a2f024ef708b6807a5f63317 (diff)
Next stage of RenderPipe refactor: now everything within the pixel was
tackled. Resulting features: - render passes - new pass: Object Index, for masking - sub-sample alpha masks Docs: http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline http://www.blender3d.org/cms/Render_Passes.829.0.html http://www.blender3d.org/cms/New_Render_features.774.0.html Note that these changes might mean things to not render fully identical... For the next days a lot of testing is needed!
Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h26
1 files changed, 6 insertions, 20 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index e70913fbbde..9f22480f0cb 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -47,17 +47,11 @@ struct HaloRen;
struct ShadeInput;
struct ShadeResult;
struct World;
+struct RenderPart;
+struct RenderLayer;
/* ------------------------------------------------------------------------- */
-/* to make passing on variables to shadepixel() easier */
-typedef struct ShadePixelInfo {
- int thread;
- int layflag, passflag;
- unsigned int lay;
- ShadeResult shr;
-} ShadePixelInfo;
-
typedef struct PixStr
{
struct PixStr *next;
@@ -79,25 +73,17 @@ typedef struct PixStrMain
void calc_view_vector(float *view, float x, float y);
float mistfactor(float zcor, float *co); /* dist and height, return alpha */
+void renderspothalo(struct ShadeInput *shi, float *col, float alpha);
void add_halo_flare(Render *re);
-void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
-
-void shade_color(struct ShadeInput *shi, ShadeResult *shr);
-void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
-
-float fresnel_fac(float *view, float *vn, float fresnel, float fac);
-void calc_R_ref(struct ShadeInput *shi);
+void calc_renderco_zbuf(float *co, float *view, int z);
+void calc_renderco_ortho(float *co, float x, float y, int z);
-/* for nodes */
-void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr);
+int count_mask(unsigned short mask);
void zbufshade(void);
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
-void *shadepixel(ShadePixelInfo *shpi, float x, float y, int z, volatile int facenr, int mask, float *rco);
-int count_mask(unsigned short mask);
-
void zbufshade_tile(struct RenderPart *pa);
void zbufshadeDA_tile(struct RenderPart *pa);