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Diffstat (limited to 'source/blender/render/intern/include/shading.h')
-rw-r--r--source/blender/render/intern/include/shading.h105
1 files changed, 105 insertions, 0 deletions
diff --git a/source/blender/render/intern/include/shading.h b/source/blender/render/intern/include/shading.h
new file mode 100644
index 00000000000..e306c3c075c
--- /dev/null
+++ b/source/blender/render/intern/include/shading.h
@@ -0,0 +1,105 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation
+ * All rights reserved.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/render/intern/include/shading.h
+ * \ingroup render
+ */
+
+
+struct ShadeInput;
+struct ShadeResult;
+struct RenderPart;
+struct RenderLayer;
+struct PixStr;
+struct LampRen;
+struct VlakRen;
+struct StrandPoint;
+struct ObjectInstanceRen;
+struct Isect;
+
+/* shadeinput.c */
+
+#define RE_MAX_OSA 16
+
+/* 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 */
+
+ 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];
+} ShadeSample;
+
+
+ /* also the node shader callback */
+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, int obi, int facenr, int normal_flip);
+void shade_input_copy_triangle(struct ShadeInput *shi, struct ShadeInput *from);
+void shade_input_calc_viewco(struct ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3]);
+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_set_vertex_normals(struct ShadeInput *shi);
+void shade_input_flip_normals(struct ShadeInput *shi);
+void shade_input_set_shade_texco(struct ShadeInput *shi);
+void shade_input_set_strand(struct ShadeInput *shi, struct StrandRen *strand, struct StrandPoint *spoint);
+void shade_input_set_strand_texco(struct ShadeInput *shi, struct StrandRen *strand, struct StrandVert *svert, struct StrandPoint *spoint);
+void shade_input_do_shade(struct ShadeInput *shi, struct ShadeResult *shr);
+
+void shade_input_init_material(struct ShadeInput *shi);
+void shade_input_initialize(struct ShadeInput *shi, struct RenderPart *pa, struct RenderLayer *rl, int sample);
+
+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);
+
+void calc_R_ref(struct ShadeInput *shi);
+
+void barycentric_differentials_from_position(
+ const float co[3], const float v1[3], const float v2[3], const float v3[3],
+ const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials,
+ float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v);
+
+/* shadeoutput. */
+void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
+
+void shade_color(struct ShadeInput *shi, ShadeResult *shr);
+
+void ambient_occlusion(struct ShadeInput *shi);
+void environment_lighting_apply(struct ShadeInput *shi, struct ShadeResult *shr);
+
+ListBase *get_lights(struct ShadeInput *shi);
+float lamp_get_visibility(struct LampRen *lar, const float co[3], float lv[3], float *dist);
+void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real);
+
+float fresnel_fac(const float view[3], const float vn[3], float fresnel, float fac);
+
+/* rayshade.c */
+extern void shade_ray(struct Isect *is, struct ShadeInput *shi, struct ShadeResult *shr);