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authorTon Roosendaal <ton@blender.org>2006-02-01 00:49:05 +0300
committerTon Roosendaal <ton@blender.org>2006-02-01 00:49:05 +0300
commit5e3170fafd0a64d562c5c9e94af42136e8e98af6 (patch)
treeec721bb3fbeeb9c30dd377b8098f744146ddc18c /source/blender/render/intern/include/renderdatabase.h
parent397ee6768dca9e4696c608c7731f050ce4440802 (diff)
Three features;
- Live scanline updates while rendering Using a timer system, each second now the tiles that are being processed are checked if they could use display. To make this work pretty, I had to use the threaded 'tile processor' for a single thread too, but that's now proven to be stable. Also note that these updates draw per layer, including ztransp progress separately from solid render. - Recode of ztransp OSA Until now (since blender 1.0) the ztransp part was fully rendered and added on top of the solid part with alpha-over. This adding was done before the solid part applied sub-pixel sample filtering, causing the ztransp layer to be always too blurry. Now the ztransp layer uses same sub=pixel filter, resulting in the same AA level (and filter results) as the solid part. Quite noticable with hair renders. - Vector buffer support & preliminary vector-blur Node Using the "Render Layer" panel "Vector" pass button, the motion vectors per pixel are calculated and stored. Accessible via the Compositor. The vector-blur node is horrible btw! It just uses the length of the vector to apply a filter like with current (z)blur. I'm committing it anyway, I'll experiment with it further, and who knows some surprise code shows up!
Diffstat (limited to 'source/blender/render/intern/include/renderdatabase.h')
-rw-r--r--source/blender/render/intern/include/renderdatabase.h17
1 files changed, 16 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/renderdatabase.h b/source/blender/render/intern/include/renderdatabase.h
index 6996bca7a5c..a820800fae1 100644
--- a/source/blender/render/intern/include/renderdatabase.h
+++ b/source/blender/render/intern/include/renderdatabase.h
@@ -36,8 +36,21 @@ struct HaloRen;
struct Material;
struct Render;
+/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
+typedef struct VertTableNode {
+ struct VertRen *vert;
+ float *rad;
+ float *sticky;
+ float *strand;
+ float *tangent;
+ float *stress;
+ float *winspeed;
+} VertTableNode;
+
/* renderdatabase.c */
void free_renderdata_tables(struct Render *re);
+void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
+
void set_normalflags(Render *re);
void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int part);
@@ -54,6 +67,7 @@ float *RE_vertren_get_stress(struct Render *re, struct VertRen *ver, int verify)
float *RE_vertren_get_rad(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_strand(struct Render *re, struct VertRen *ver, int verify);
float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify);
+float *RE_vertren_get_winspeed(struct Render *re, struct VertRen *ver, int verify);
/* haloren->type: flags */
#define HA_ONLYSKY 1
@@ -61,8 +75,9 @@ float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify
#define HA_XALPHA 4
#define HA_FLARECIRC 8
-
+/* convertblender.c */
void init_render_world(Render *re);
+void RE_Database_FromScene_Vectors(Render *re, struct Scene *sce);
#endif /* RENDERDATABASE_H */