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authorMatt Ebb <matt@mke3.net>2008-10-13 09:22:31 +0400
committerMatt Ebb <matt@mke3.net>2008-10-13 09:22:31 +0400
commitd6808c2b4b9d53f5481e96d4041e67b20f1d56f0 (patch)
treee6b753203124e3f52bdc1dd859ee5d320dc3b2eb /source/blender/render/intern/include
parentc0ddd5fd4914f7876cdf36225566d795e415bbf1 (diff)
* Raytraced shadow casting for volumes
This is a first version and still has a couple of things undefined or unimplemented, such as external objects casting shadows on or within volumes, however volume->solid shadows are going ok. http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend As with other transparent raytraced shadows in Blender ,in order to make it work, you must enable 'TraShad' on the material *receiving* the shadow. It would be nice to make this a bit easier to use, since there's not much chance you want a volume material to be casting solid shadows, but that's a bigger issue in the renderer outside this scope. The volume shadows are working from the same physical basis of absorption, and support coloured absorption: http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png They also work properly with multi-sampled (i.e. QMC) soft shadows: http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png And by popular request the test file: http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
Diffstat (limited to 'source/blender/render/intern/include')
-rw-r--r--source/blender/render/intern/include/pointdensity.h1
-rw-r--r--source/blender/render/intern/include/rendercore.h2
-rw-r--r--source/blender/render/intern/include/volumetric.h3
3 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/render/intern/include/pointdensity.h b/source/blender/render/intern/include/pointdensity.h
index 9c21cc0c253..93cdef3b14e 100644
--- a/source/blender/render/intern/include/pointdensity.h
+++ b/source/blender/render/intern/include/pointdensity.h
@@ -37,6 +37,7 @@ struct Render;
struct TexResult;
void make_pointdensities(struct Render *re);
+void free_pointdensities(struct Render *re);
int pointdensitytex(struct Tex *tex, float *texvec, struct TexResult *texres);
#endif /* POINTDENSITY_H */
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 4b28529a147..972071764d2 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -48,6 +48,7 @@ struct RenderPart;
struct RenderLayer;
struct ObjectRen;
struct ListBase;
+struct Isect;
/* ------------------------------------------------------------------------- */
@@ -98,6 +99,7 @@ extern void makeraytree(Render *re);
extern void ray_shadow(ShadeInput *, LampRen *, float *);
extern void ray_trace(ShadeInput *, ShadeResult *);
+extern void ray_trace_shadow_tra(struct Isect *is, int depth, int traflag);
extern void ray_ao(ShadeInput *, float *);
extern void init_jitter_plane(LampRen *lar);
extern void init_ao_sphere(struct World *wrld);
diff --git a/source/blender/render/intern/include/volumetric.h b/source/blender/render/intern/include/volumetric.h
index 8db3fa63f98..290be427f01 100644
--- a/source/blender/render/intern/include/volumetric.h
+++ b/source/blender/render/intern/include/volumetric.h
@@ -26,4 +26,5 @@
* ***** END GPL LICENSE BLOCK *****
*/
-void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr); \ No newline at end of file
+void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr);
+void volume_trace_shadow(struct ShadeInput *shi, struct ShadeResult *shr, struct Isect *last_is); \ No newline at end of file