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Diffstat (limited to 'source/blender/render/intern/include/rendercore.h')
-rw-r--r--source/blender/render/intern/include/rendercore.h78
1 files changed, 28 insertions, 50 deletions
diff --git a/source/blender/render/intern/include/rendercore.h b/source/blender/render/intern/include/rendercore.h
index 964300ad27b..e66e405d383 100644
--- a/source/blender/render/intern/include/rendercore.h
+++ b/source/blender/render/intern/include/rendercore.h
@@ -54,20 +54,36 @@ typedef struct ShadeResult
} ShadeResult;
-float mistfactor(float *co); /* dist en hoogte, return alpha */
+typedef struct PixStr
+{
+ struct PixStr *next;
+ int vlak0, vlak;
+ unsigned int z;
+ unsigned int mask;
+ short aantal, ronde;
+} PixStr;
+
+/* ------------------------------------------------------------------------- */
+
+typedef struct PixStrMain
+{
+ struct PixStr *ps;
+ struct PixStrMain *next;
+} PixStrMain;
+
+
+float mistfactor(float *co); /* dist and height, return alpha */
-void render_lighting_halo(struct HaloRen *har, float *colf);
-unsigned int calchalo_z(struct HaloRen *har, unsigned int zz);
-void add_halo_flare(void);
+void add_halo_flare(void);
-void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
+void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3);
-void shade_color(struct ShadeInput *shi, ShadeResult *shr);
-void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
+void shade_color(struct ShadeInput *shi, ShadeResult *shr);
+void shade_lamp_loop(struct ShadeInput *shi, ShadeResult *shr);
-float fresnel_fac(float *view, float *vn, float fresnel, float fac);
-void calc_R_ref(struct ShadeInput *shi);
-float spec(float inp, int hard);
+float fresnel_fac(float *view, float *vn, float fresnel, float fac);
+void calc_R_ref(struct ShadeInput *shi);
+float spec(float inp, int hard);
/* -------- ray.c ------- */
@@ -76,36 +92,12 @@ extern void ray_trace(ShadeInput *, ShadeResult *);
extern void ray_ao(ShadeInput *, World *, float *);
/**
- * Apply the background (sky). Depending on the active alphamode and
- * worldmode, different filling strategies are applied.
- * Active alphamode = R.r.alphamode
- * Active worldmode = R.wrld.mode
- * <LI>
- * <IT> R_ALPHAPREMUL - do not fill sky, but apply alpha to colours
- * <IT> R_ALPHAKEY - do not fill sky, do not apply alpha to colours
- * <IT> R_ADDSKY - fill skycolour in the background, blend
- * transparent colours with the background
- * (there's also a world dependency here?
- * <LI>
- * <IT> R.wrld.mode == WO_MIST
- * <IT> R.r.bufflag == 1, R.flag == R_SEC_FIELD
- * <IT> R.wrld.skytype == ( WO_SKYBLEND ^ WO_SKYTEX)
- * <IT> R.wrld.skytype == WO_SKYPAPER
- * <IT> R.r.mode == R_PANORAMA )
- * </LI>
- * </LI>
- * @param rect
- * @param y
- */
-void scanlinesky(char *rect, int y);
-
-/**
- * Do z buffer stuff.
+ * Do z buffer and shade
*/
void zbufshade(void);
/**
- * Insert transparent faces into the z buffer?
+ * zbuffer and shade, anti aliased
*/
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
@@ -113,20 +105,6 @@ void zbufshadeDA(void); /* Delta Accum Pixel Struct */
* Also called in: zbuf.c
*/
void *shadepixel(float x, float y, int vlaknr, int mask, float *col);
-void shadepixel_short(float x, float y, int vlaknr, int mask, unsigned short *shortcol);
-
-/**
- * Shade the pixel at xn, yn for halo har, and write the result to col.
- * Also called in: previewrender.c
- * @param har The halo to be rendered on this location
- * @param col [unsigned int 3] The destination colour vector
- * @param zz Some kind of distance
- * @param dist Square of the distance of this coordinate to the halo's center
- * @param x [f] Pixel x relative to center
- * @param y [f] Pixel y relative to center
- * @param flarec Flare counter? Always har->flarec...
- */
-/* void shadehalo(struct HaloRen *har, char *col, unsigned int zz, float dist, float x, float y, short flarec); */
/**
* A cryptic but very efficient way of counting the number of bits that