diff options
author | Matt Ebb <matt@mke3.net> | 2009-08-13 09:21:25 +0400 |
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committer | Matt Ebb <matt@mke3.net> | 2009-08-13 09:21:25 +0400 |
commit | 5a21bc578cc392b9f21ee5355f4062075f45f907 (patch) | |
tree | 3e05ca77ef3d1be07b22433275df09cad6f4a405 /source/blender/render/intern/include/shading.h | |
parent | 44ca632ce77edbbb0a85f5ca8dde26c68f9efbd1 (diff) | |
parent | 7da0d1a71efee9b360eb344e7bfaa9b5f0f4ece5 (diff) |
* First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983
More to come, but this makes things much easier to work on for me :)
Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r-- | source/blender/render/intern/include/shading.h | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h index d195f32d5ef..95bccd2be1e 100644 --- a/source/blender/render/intern/include/shading.h +++ b/source/blender/render/intern/include/shading.h @@ -33,6 +33,7 @@ struct VlakRen; struct StrandSegment; struct StrandPoint; struct ObjectInstanceRen obi; +struct Isect; /* shadeinput.c */ @@ -52,6 +53,7 @@ typedef struct ShadeSample { /* also the node shader callback */ void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr); +void shade_volume_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, volatile int obi, volatile int facenr, int normal_flip); @@ -87,7 +89,11 @@ void shade_color(struct ShadeInput *shi, ShadeResult *shr); void ambient_occlusion_to_diffuse(struct ShadeInput *shi, float *diff); void ambient_occlusion(struct ShadeInput *shi); +ListBase *get_lights(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); + +/* rayshade.c */ +extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr); |