========= - Fix crash in particle transform with the particle system not editable. - Particle child distribution and caching is now multithreaded. - Child particles now have a separate Render Amount next to the existing Amount. The render amount particles are now only distributed and cached at render time, which should make editing with child particles faster. - Two new options for diffuse strand shading: - Surface Diffuse: computes the strand normal taking the normal at the surface into account. - Blending Distance: the distance in Blender units over which to blend in the normal at the surface. - Special strand rendering for more memory efficient and faster hair and grass. This is a work in progress, and has a number of known issues, don't report bugs to me for this feature yet. More info: http://www.blender.org/development/current-projects/changes-since-244/particles/
140 lines
4.9 KiB
C
140 lines
4.9 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef RENDERDATABASE_H
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#define RENDERDATABASE_H
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struct Object;
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struct VlakRen;
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struct VertRen;
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struct HaloRen;
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struct Material;
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struct Render;
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struct MCol;
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struct MTFace;
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struct CustomData;
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struct StrandBuffer;
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struct StrandRen;
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#define RE_QUAD_MASK 0x7FFFFFF
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#define RE_QUAD_OFFS 0x8000000
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/* render allocates totvert/256 of these nodes, for lookup and quick alloc */
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typedef struct VertTableNode {
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struct VertRen *vert;
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float *rad;
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float *sticky;
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float *strand;
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float *tangent;
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float *stress;
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float *winspeed;
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} VertTableNode;
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typedef struct VlakTableNode {
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struct VlakRen *vlak;
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struct MTFace **mtface;
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struct MCol **mcol;
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int totmtface, totmcol;
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float *surfnor;
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struct CustomDataNames **names;
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} VlakTableNode;
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typedef struct StrandTableNode {
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struct StrandRen *strand;
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float *winspeed;
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float *surfnor;
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struct MCol **mcol;
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float **uv;
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int totuv, totmcol;
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struct CustomDataNames **names;
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} StrandTableNode;
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typedef struct CustomDataNames{
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struct CustomDataNames *next, *prev;
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char (*mtface)[32];
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char (*mcol)[32];
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} CustomDataNames;
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/* renderdatabase.c */
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void free_renderdata_tables(struct Render *re);
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void free_renderdata_vertnodes(struct VertTableNode *vertnodes);
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void free_renderdata_vlaknodes(struct VlakTableNode *vlaknodes);
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void set_normalflags(Render *re);
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void project_renderdata(struct Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, float xoffs, int do_buckets);
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/* functions are not exported... so wrong names */
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struct VlakRen *RE_findOrAddVlak(struct Render *re, int nr);
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struct VertRen *RE_findOrAddVert(struct Render *re, int nr);
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struct StrandRen *RE_findOrAddStrand(struct Render *re, int nr);
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struct HaloRen *RE_findOrAddHalo(struct Render *re, int nr);
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struct HaloRen *RE_inithalo(struct Render *re, struct Material *ma, float *vec, float *vec1, float *orco, float hasize,
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float vectsize, int seed);
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struct HaloRen *RE_inithalo_particle(struct Render *re, struct DerivedMesh *dm, struct Material *ma, float *vec, float *vec1,
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float *orco, float *uvco, float hasize, float vectsize, int seed);
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void RE_addRenderObject(struct Render *re, struct Object *ob, struct Object *par, int index, int sve, int eve, int sfa, int efa, int sst, int est);
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struct StrandBuffer *RE_addStrandBuffer(struct Render *re, struct Object *ob, int totvert);
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float *RE_vertren_get_sticky(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_stress(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_rad(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_strand(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_tangent(struct Render *re, struct VertRen *ver, int verify);
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float *RE_vertren_get_winspeed(struct Render *re, struct VertRen *ver, int verify);
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struct MTFace *RE_vlakren_get_tface(struct Render *re, VlakRen *ren, int n, char **name, int verify);
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struct MCol *RE_vlakren_get_mcol(struct Render *re, VlakRen *ren, int n, char **name, int verify);
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float *RE_vlakren_get_surfnor(struct Render *re, VlakRen *ren, int verify);
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float *RE_strandren_get_winspeed(struct Render *re, struct StrandRen *strand, int verify);
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float *RE_strandren_get_surfnor(struct Render *re, struct StrandRen *strand, int verify);
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float *RE_strandren_get_uv(struct Render *re, struct StrandRen *strand, int n, char **name, int verify);
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struct MCol *RE_strandren_get_mcol(struct Render *re, struct StrandRen *strand, int n, char **name, int verify);
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struct VertRen *RE_vertren_copy(struct Render *re, struct VertRen *ver);
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struct VlakRen *RE_vlakren_copy(struct Render *re, struct VlakRen *vlr);
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void RE_vlakren_set_customdata_names(struct Render *re, struct CustomData *data);
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/* haloren->type: flags */
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#define HA_ONLYSKY 1
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#define HA_VECT 2
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#define HA_XALPHA 4
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#define HA_FLARECIRC 8
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/* convertblender.c */
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void init_render_world(Render *re);
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void RE_Database_FromScene_Vectors(Render *re, struct Scene *sce);
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#endif /* RENDERDATABASE_H */
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