diff options
Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r-- | source/blender/render/intern/include/shading.h | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h index 6ca63a2976d..54311d2515a 100644 --- a/source/blender/render/intern/include/shading.h +++ b/source/blender/render/intern/include/shading.h @@ -40,13 +40,13 @@ struct ObjectInstanceRen obi; /* needed to calculate shadow and AO for an entire pixel */ typedef struct ShadeSample { - int tot; /* amount of shi in use, can be 1 for not FULL_OSA */ + int tot; /* amount of shi in use, can be 1 for not FULL_OSA */ + + RenderLayer *rlpp[RE_MAX_OSA]; /* fast lookup from sample to renderlayer (fullsample buf) */ /* could be malloced once */ ShadeInput shi[RE_MAX_OSA]; ShadeResult shr[RE_MAX_OSA]; - - int samplenr; /* counter, detect shadow-reuse for shaders */ } ShadeSample; @@ -56,7 +56,8 @@ void shade_material_loop(struct ShadeInput *shi, struct ShadeResult *shr); void shade_input_set_triangle_i(struct ShadeInput *shi, struct ObjectInstanceRen *obi, struct VlakRen *vlr, short i1, short i2, short i3); void shade_input_set_triangle(struct ShadeInput *shi, volatile int obi, volatile int facenr, int normal_flip); void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from); -void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float z); +void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco); +void shade_input_set_viewco(struct ShadeInput *shi, float x, float y, float sx, float sy, float z); void shade_input_set_uv(struct ShadeInput *shi); void shade_input_set_normals(struct ShadeInput *shi); void shade_input_flip_normals(struct ShadeInput *shi); @@ -69,6 +70,7 @@ void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struc void shade_sample_initialize(struct ShadeSample *ssamp, struct RenderPart *pa, struct RenderLayer *rl); void shade_samples_do_AO(struct ShadeSample *ssamp); +void shade_samples_fill_with_ps(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); int shade_samples(struct ShadeSample *ssamp, struct PixStr *ps, int x, int y); void vlr_set_uv_indices(struct VlakRen *vlr, int *i1, int *i2, int *i3); |