diff options
author | Ton Roosendaal <ton@blender.org> | 2006-12-05 19:43:01 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2006-12-05 19:43:01 +0300 |
commit | 3177c4f69fcb53c2aad744ee951ea60d98a77c86 (patch) | |
tree | 01faa369202dce47cde8bca2f1c0c3c06c8bab0c /source/blender/render/intern/include/rendercore.h | |
parent | 246ab11255a4f5a3a2f024ef708b6807a5f63317 (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.h | 26 |
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); |