Files
test2/source/blender/render/intern/include/shading.h
Brecht Van Lommel 32a8b4f8e6 Particles
=========

- 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/
2007-12-04 13:57:28 +00:00

89 lines
3.3 KiB
C

/**
* $Id:
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation
* All rights reserved.
*
* ***** END GPL LICENSE BLOCK *****
*/
struct ShadeInput;
struct ShadeResult;
struct RenderPart;
struct RenderLayer;
struct PixStr;
struct LampRen;
struct VlakRen;
struct StrandSegment;
struct StrandPoint;
/* 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 */
/* could be malloced once */
ShadeInput shi[RE_MAX_OSA];
ShadeResult shr[RE_MAX_OSA];
int samplenr; /* counter, detect shadow-reuse for shaders */
} 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 VlakRen *vlr, short i1, short i2, short i3);
void shade_input_set_triangle(struct ShadeInput *shi, 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_set_uv(struct ShadeInput *shi);
void shade_input_set_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_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);
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);
/* shadeoutput. */
void shade_lamp_loop(struct ShadeInput *shi, struct ShadeResult *shr);
void shade_color(struct ShadeInput *shi, ShadeResult *shr);
void ambient_occlusion_to_diffuse(struct ShadeInput *shi, float *diff);
void ambient_occlusion(struct ShadeInput *shi);
float lamp_get_visibility(struct LampRen *lar, float *co, float *lv, float *dist);
void lamp_get_shadow(struct LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real);
float fresnel_fac(float *view, float *vn, float fresnel, float fac);