diff options
author | Ton Roosendaal <ton@blender.org> | 2003-12-22 00:52:51 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2003-12-22 00:52:51 +0300 |
commit | ec99255c2729b555f34d75c0a2c59f141e327924 (patch) | |
tree | 9b8b03fca39f16c2dfc8b05627bda786786fc140 /source/blender/render/intern/include/texture.h | |
parent | 16eec383fda747ff97b44e3f93cfc7e0b1033174 (diff) |
Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
Diffstat (limited to 'source/blender/render/intern/include/texture.h')
-rw-r--r-- | source/blender/render/intern/include/texture.h | 36 |
1 files changed, 4 insertions, 32 deletions
diff --git a/source/blender/render/intern/include/texture.h b/source/blender/render/intern/include/texture.h index 5cf2c077926..9932f5a60ea 100644 --- a/source/blender/render/intern/include/texture.h +++ b/source/blender/render/intern/include/texture.h @@ -33,42 +33,14 @@ */ #ifndef TEXTURE_EXT_H -#define TEXTURE_EXT_H "$Id$" -#define TEXTURE_EXT_H "Copyright (C) 2001 NaN Technologies B.V. +#define TEXTURE_EXT_H -struct Tex; -struct MTex; struct HaloRen; -struct LampRen; -/** - * Takes uv coordinates (R.uv[], O.dxuv, O.dyuv), find texture colour - * at that spot (using imagewrap()). - * Result is kept in R.vcol (float vector 3) - */ -void render_realtime_texture(void); - -/** - * Do texture mapping for materials. Communicates with R.... variables. - */ -void do_material_tex(void); +struct ShadeInput; -/* unsorted */ -int blend(struct Tex *tex, float *texvec); -int clouds(struct Tex *tex, float *texvec); -int cubemap(struct MTex *mtex, float x, float y, float z, float *adr1, float *adr2); -int cubemap_glob(struct MTex *mtex, float x, float y, float z, float *adr1, float *adr2); -int cubemap_ob(struct MTex *mtex, float x, float y, float z, float *adr1, float *adr2); -void do_2d_mapping(struct MTex *mtex, float *t, float *dxt, float *dyt); void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf); -void do_lamp_tex(struct LampRen *la, float *lavec); -void do_sky_tex(void); -int magic(struct Tex *tex, float *texvec); -int marble(struct Tex *tex, float *texvec); -int multitex(struct Tex *tex, float *texvec, float *dxt, float *dyt); -int plugintex(struct Tex *tex, float *texvec, float *dxt, float *dyt); -int stucci(struct Tex *tex, float *texvec); -int texnoise(struct Tex *tex); -int wood(struct Tex *tex, float *texvec); +void render_realtime_texture(struct ShadeInput *shi); + #endif /* TEXTURE_EXT_H */ |