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blender-archive/source/blender/render/intern/include/strand.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

193 lines
5.6 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: none of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef STRAND_H
#define STRAND_H
struct StrandVert;
struct StrandRen;
struct StrandBuffer;
struct ShadeSample;
struct StrandPart;
struct Render;
struct RenderPart;
struct RenderBuckets;
struct RenderPrimitiveIterator;
struct ZSpan;
typedef struct StrandPoint {
/* position within segment */
float t;
/* camera space */
float co[3];
float nor[3];
float tan[3];
float strandco;
float width;
/* derivatives */
float dtco[3], dsco[3];
float dtstrandco;
/* outer points */
float co1[3], co2[3];
float hoco1[4], hoco2[4];
float zco1[3], zco2[3];
/* screen space */
float hoco[4];
float x, y;
} StrandPoint;
typedef struct StrandSegment {
struct StrandVert *v[4];
struct StrandRen *strand;
struct StrandBuffer *buffer;
float sqadaptcos;
StrandPoint point1, point2;
int shaded;
} StrandSegment;
void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint);
void render_strand_segment(struct Render *re, struct StrandPart *spart, struct ZSpan *zspan, StrandSegment *sseg);
void project_strands(Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int do_buckets);
struct RenderBuckets *init_buckets(struct Render *re);
void add_buckets_primitive(struct RenderBuckets *buckets, float *min, float *max, void *prim);
void free_buckets(struct RenderBuckets *buckets);
void project_hoco_to_bucket(struct RenderBuckets *buckets, float *hoco, float *bucketco);
struct RenderPrimitiveIterator *init_primitive_iterator(struct Render *re, struct RenderBuckets *buckets, struct RenderPart *pa);
void *next_primitive_iterator(struct RenderPrimitiveIterator *iter);
void free_primitive_iterator(struct RenderPrimitiveIterator *iter);
#endif
/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: none of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef STRAND_H
#define STRAND_H
struct StrandVert;
struct StrandRen;
struct StrandBuffer;
struct ShadeSample;
struct StrandPart;
struct Render;
struct RenderPart;
struct RenderBuckets;
struct RenderPrimitiveIterator;
struct ZSpan;
typedef struct StrandPoint {
/* position within segment */
float t;
/* camera space */
float co[3];
float nor[3];
float tan[3];
float strandco;
float width;
/* derivatives */
float dtco[3], dsco[3];
float dtstrandco;
/* outer points */
float co1[3], co2[3];
float hoco1[4], hoco2[4];
float zco1[3], zco2[3];
/* screen space */
float hoco[4];
float x, y;
} StrandPoint;
typedef struct StrandSegment {
struct StrandVert *v[4];
struct StrandRen *strand;
struct StrandBuffer *buffer;
float sqadaptcos;
StrandPoint point1, point2;
int shaded;
} StrandSegment;
void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint);
void render_strand_segment(struct Render *re, struct StrandPart *spart, struct ZSpan *zspan, StrandSegment *sseg);
void project_strands(Render *re, void (*projectfunc)(float *, float mat[][4], float *), int do_pano, int do_buckets);
struct RenderBuckets *init_buckets(struct Render *re);
void add_buckets_primitive(struct RenderBuckets *buckets, float *min, float *max, void *prim);
void free_buckets(struct RenderBuckets *buckets);
void project_hoco_to_bucket(struct RenderBuckets *buckets, float *hoco, float *bucketco);
struct RenderPrimitiveIterator *init_primitive_iterator(struct Render *re, struct RenderBuckets *buckets, struct RenderPart *pa);
void *next_primitive_iterator(struct RenderPrimitiveIterator *iter);
void free_primitive_iterator(struct RenderPrimitiveIterator *iter);
#endif