diff options
author | Ton Roosendaal <ton@blender.org> | 2006-12-05 19:43:01 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2006-12-05 19:43:01 +0300 |
commit | 3177c4f69fcb53c2aad744ee951ea60d98a77c86 (patch) | |
tree | 01faa369202dce47cde8bca2f1c0c3c06c8bab0c /source/blender/render/intern/include/shading.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/shading.h')
-rw-r--r-- | source/blender/render/intern/include/shading.h | 75 |
1 files changed, 75 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..38ed0f73e70 --- /dev/null +++ b/source/blender/render/intern/include/shading.h @@ -0,0 +1,75 @@ +/** +* $Id: + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2006 Blender Foundation + * All rights reserved. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +struct ShadeInput; +struct ShadeResult; +struct RenderPart; +struct RenderLayer; +struct PixStr; + +/* shadeinput.c */ + + +/* 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 */ + ShadeInput shi[16]; /* RE_MAX_OSA */ + ShadeResult shr[16]; /* 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 VlakRen *vlr, short i1, short i2, short i3); +void shade_input_set_triangle(struct ShadeInput *shi, volatile int facenr, int normal_flip); +void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from); +void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z); +void shade_input_set_uv(struct ShadeInput *shi); +void shade_input_set_normals(struct ShadeInput *shi); +void shade_input_set_shade_texco(struct ShadeInput *shi); +void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr); + +void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl); +void shade_samples_do_shadow(struct ShadeSample *ssamp); +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); + + +/* shadeoutput. */ +void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr); + +void shade_color(struct ShadeInput *shi, ShadeResult *shr); + +void ambient_occlusion_to_diffuse(struct ShadeInput *shi, float *diff); +void ambient_occlusion(struct ShadeInput *shi); + +float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist); +void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real); + +float fresnel_fac(float *view, float *vn, float fresnel, float fac); |