diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-01-28 19:54:52 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-01-28 19:54:52 +0300 |
commit | f25d2dbb411a2eb6095a53893759a3fc29904ffd (patch) | |
tree | 6231d841fd896af26868682a8534854feb32edec /source/blender/render/intern/include/strand.h | |
parent | 703f248ab4bd918ba6a202a20b73dc6293851759 (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.h | 9 |
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); |