Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-28 19:54:52 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-01-28 19:54:52 +0300
commitf25d2dbb411a2eb6095a53893759a3fc29904ffd (patch)
tree6231d841fd896af26868682a8534854feb32edec /source/blender/render/intern/include/strand.h
parent703f248ab4bd918ba6a202a20b73dc6293851759 (diff)
Strands now mix together correctly with ZTransp.
They now also store a list of samples per pixel, and then get shaded together with the ztransp samples. This comes with a slight speed hit, but mainly memory might be a concern. However, testing some peach scenes I haven't problems.
Diffstat (limited to 'source/blender/render/intern/include/strand.h')
-rw-r--r--source/blender/render/intern/include/strand.h9
1 files changed, 8 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/strand.h b/source/blender/render/intern/include/strand.h
index 8e34fa27342..f001bc42112 100644
--- a/source/blender/render/intern/include/strand.h
+++ b/source/blender/render/intern/include/strand.h
@@ -88,13 +88,20 @@ typedef struct StrandSegment {
int shaded;
} StrandSegment;
+struct StrandShadeCache;
+typedef struct StrandShadeCache StrandShadeCache;
+
void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint);
void render_strand_segment(struct Render *re, float winmat[][4], struct StrandPart *spart, struct ZSpan *zspan, int totzspan, StrandSegment *sseg);
-void project_strands(Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int do_buckets);
struct StrandSurface *cache_strand_surface(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, float mat[][4], int timeoffset);
void free_strand_surface(struct Render *re);
+struct StrandShadeCache *strand_shade_cache_create(void);
+void strand_shade_cache_free(struct StrandShadeCache *cache);
+void strand_shade_segment(struct Render *re, struct StrandShadeCache *cache, struct StrandSegment *sseg, struct ShadeSample *ssamp, float t, float s, int addpassflag);
+void strand_shade_unref(struct StrandShadeCache *cache, struct StrandVert *svert);
+
struct RenderBuckets *init_buckets(struct Render *re);
void add_buckets_primitive(struct RenderBuckets *buckets, float *min, float *max, void *prim);
void free_buckets(struct RenderBuckets *buckets);