Now bounding boxes are computed per object, and checked first before zbuffering objects. For strands, bounding boxes are computed per original face in the mesh. Overall the speed improvement from this is quite small (zbuffering is rarely the bottleneck), but it seems a sensible thing to do anyway.
117 lines
3.6 KiB
C
117 lines
3.6 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: none of this file.
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*
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* Contributor(s): Brecht Van Lommel.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef STRAND_H
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#define STRAND_H
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struct StrandVert;
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struct StrandRen;
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struct StrandBuffer;
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struct ShadeSample;
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struct StrandPart;
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struct Render;
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struct RenderPart;
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struct RenderBuckets;
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struct RenderPrimitiveIterator;
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struct ZSpan;
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struct ObjectInstanceRen;
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struct StrandSurface;
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struct DerivedMesh;
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struct ObjectRen;
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typedef struct StrandPoint {
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/* position within segment */
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float t;
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/* camera space */
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float co[3];
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float nor[3];
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float tan[3];
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float strandco;
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float width;
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/* derivatives */
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float dtco[3], dsco[3];
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float dtstrandco;
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/* outer points */
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float co1[3], co2[3];
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float hoco1[4], hoco2[4];
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float zco1[3], zco2[3];
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int clip1, clip2;
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/* screen space */
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float hoco[4];
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float x, y;
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/* simplification */
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float alpha;
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} StrandPoint;
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typedef struct StrandSegment {
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struct StrandVert *v[4];
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struct StrandRen *strand;
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struct StrandBuffer *buffer;
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struct ObjectInstanceRen *obi;
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float sqadaptcos;
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StrandPoint point1, point2;
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int shaded;
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} StrandSegment;
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struct StrandShadeCache;
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typedef struct StrandShadeCache StrandShadeCache;
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void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint);
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void render_strand_segment(struct Render *re, float winmat[][4], struct StrandPart *spart, struct ZSpan *zspan, int totzspan, StrandSegment *sseg);
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void strand_minmax(struct StrandRen *strand, float *min, float *max);
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struct StrandSurface *cache_strand_surface(struct Render *re, struct ObjectRen *obr, struct DerivedMesh *dm, float mat[][4], int timeoffset);
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void free_strand_surface(struct Render *re);
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struct StrandShadeCache *strand_shade_cache_create(void);
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void strand_shade_cache_free(struct StrandShadeCache *cache);
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void strand_shade_segment(struct Render *re, struct StrandShadeCache *cache, struct StrandSegment *sseg, struct ShadeSample *ssamp, float t, float s, int addpassflag);
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void strand_shade_unref(struct StrandShadeCache *cache, struct StrandVert *svert);
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struct RenderBuckets *init_buckets(struct Render *re);
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void add_buckets_primitive(struct RenderBuckets *buckets, float *min, float *max, void *prim);
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void free_buckets(struct RenderBuckets *buckets);
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void project_hoco_to_bucket(struct RenderBuckets *buckets, float *hoco, float *bucketco);
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struct RenderPrimitiveIterator *init_primitive_iterator(struct Render *re, struct RenderBuckets *buckets, struct RenderPart *pa);
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void *next_primitive_iterator(struct RenderPrimitiveIterator *iter);
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void free_primitive_iterator(struct RenderPrimitiveIterator *iter);
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#endif
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