diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-06-08 09:10:35 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-06-08 09:10:35 +0300 |
commit | 908b6960c01ffb1665af56ff6f03aaa3eac5366a (patch) | |
tree | db609864fbe601073212b4c37541a7965ea96ea5 /source/blender/render/intern/include/shading.h | |
parent | d352a0adc5dadd0bfdc3b1b1ac76d92be689966b (diff) | |
parent | a25c11fd8d602236f36c34c342453149bdc1d909 (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r-- | source/blender/render/intern/include/shading.h | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h new file mode 100644 index 00000000000..e306c3c075c --- /dev/null +++ b/source/blender/render/intern/include/shading.h @@ -0,0 +1,105 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2006 Blender Foundation + * All rights reserved. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/render/intern/include/shading.h + * \ingroup render + */ + + +struct ShadeInput; +struct ShadeResult; +struct RenderPart; +struct RenderLayer; +struct PixStr; +struct LampRen; +struct VlakRen; +struct StrandPoint; +struct ObjectInstanceRen; +struct Isect; + +/* shadeinput.c */ + +#define RE_MAX_OSA 16 + +/* needed to calculate shadow and AO for an entire pixel */ +typedef struct ShadeSample { + int tot; /* amount of shi in use, can be 1 for not FULL_OSA */ + + RenderLayer *rlpp[RE_MAX_OSA]; /* fast lookup from sample to renderlayer (fullsample buf) */ + + /* could be malloced once */ + ShadeInput shi[RE_MAX_OSA]; + ShadeResult shr[RE_MAX_OSA]; +} ShadeSample; + + + /* also the node shader callback */ +void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr); + +void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3); +void shade_input_set_triangle(struct ShadeInput *shi, int obi, int facenr, int normal_flip); +void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from); +void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3]); +void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z); +void shade_input_set_uv(struct ShadeInput *shi); +void shade_input_set_normals(struct ShadeInput *shi); +void shade_input_set_vertex_normals(struct ShadeInput *shi); +void shade_input_flip_normals(struct ShadeInput *shi); +void shade_input_set_shade_texco(struct ShadeInput *shi); +void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint); +void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint); +void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr); + +void shade_input_init_material(struct ShadeInput *shi); +void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample); + +void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl); +void shade_samples_do_AO(struct ShadeSample *ssamp); +void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); +int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); + +void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3); + +void calc_R_ref(struct ShadeInput *shi); + +void barycentric_differentials_from_position( + const float co[3], const float v1[3], const float v2[3], const float v3[3], + const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials, + float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v); + +/* shadeoutput. */ +void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr); + +void shade_color(struct ShadeInput *shi, ShadeResult *shr); + +void ambient_occlusion(struct ShadeInput *shi); +void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr); + +ListBase *get_lights(struct ShadeInput *shi); +float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist); +void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real); + +float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac); + +/* rayshade.c */ +extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr); |