Damn! Commit for render passes in wrong dir....

This commit is contained in:
2006-12-05 16:44:57 +00:00
parent 3177c4f69f
commit 869eeadeff
17 changed files with 240 additions and 135 deletions

View File

@@ -48,22 +48,50 @@ typedef struct ShadeResult
float combined[4];
float col[4];
float alpha;
float diff[3];
float diff[3]; /* includes ramps, shadow, etc */
float diff_raw[3]; /* pure diffuse, no shadow no ramps */
float spec[3];
float shad[3];
float ao[3];
float ray[3];
float refl[3];
float refr[3];
float nor[3];
float winspeed[4];
} ShadeResult;
/* only here for quick copy */
struct ShadeInputCopy {
struct Material *mat;
struct VlakRen *vlr;
int facenr;
float facenor[3]; /* copy from face */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
};
/* localized renderloop data */
typedef struct ShadeInput
{
/* copy from face, also to extract tria from quad */
/* note it mirrors a struct above for quick copy */
struct Material *mat;
struct VlakRen *vlr;
float co[3];
int facenr;
float facenor[3]; /* copy from face */
struct VertRen *v1, *v2, *v3; /* vertices can be in any order for quads... */
short i1, i2, i3; /* original vertex indices */
short puno;
float vn[3], vno[3]; /* actual render normal, and a copy to restore it */
float n1[3], n2[3], n3[3]; /* vertex normals, corrected */
/* internal face coordinates */
float u, v, dx_u, dx_v, dy_u, dy_v;
float co[3], view[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
@@ -86,7 +114,7 @@ typedef struct ShadeInput
/* texture coordinates */
float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
float vn[3], vno[3], facenor[3], view[3], refcol[4], displace[3];
float refcol[4], displace[3];
float strand, tang[3], stress, winspeed[4];
/* dx/dy OSA coordinates */
@@ -100,14 +128,20 @@ typedef struct ShadeInput
float dxrefract[3], dyrefract[3];
float dxstrand, dystrand;
int xs, ys; /* pixel to be rendered */
short do_preview; /* for nodes, in previewrender */
short thread;
short osatex, puno;
/* AO is a pre-process now */
float ao[3];
int xs, ys; /* pixel to be rendered */
short osatex;
int mask;
int depth; /* 1 or larger on raytrace shading */
int facenr;
int depth; /* 1 or larger on raytrace shading */
/* from initialize, part or renderlayer */
short do_preview; /* for nodes, in previewrender */
short thread, sample; /* sample: ShadeSample array index */
unsigned int lay;
int layflag, passflag;
} ShadeInput;