of strands changing between frames, vector blur couldn't work. Now speed vectors are interpolated from the surface. This also means child particles don't have to be computed in the previous and next frames, so saves time too.
50 lines
1.4 KiB
C++
50 lines
1.4 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) 2008 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): Brecht Van Lommel.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef OCCLUSION_H
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#define OCCLUSION_H
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struct Render;
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struct ShadeInput;
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struct ShadeResult;
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struct RenderPart;
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struct ShadeSample;
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struct DerivedMesh;
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struct ObjectRen;
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void make_occ_tree(struct Render *re);
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void free_occ(struct Render *re);
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void sample_occ(struct Render *re, struct ShadeInput *shi);
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void cache_occ_samples(struct Render *re, struct RenderPart *pa, struct ShadeSample *ssamp);
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void free_occ_samples(struct Render *re, struct RenderPart *pa);
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#endif
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