Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
64 lines
2.0 KiB
C++
64 lines
2.0 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): 2004-2006, Blender Foundation, full recode
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/* pixelshading.h
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*
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* These functions determine what actual color a pixel will have.
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*/
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#ifndef PIXELSHADING_H
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#define PIXELSHADING_H
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/**
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* Render the pixel at (x,y) for object ap. Apply the jitter mask.
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* Output is given in float collector[4]. The type vector:
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* t[0] - min. distance
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* t[1] - face/halo index
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* t[2] - jitter mask
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* t[3] - type ZB_POLY or ZB_HALO
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* t[4] - max. distance
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* mask is pixel coverage in bits
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* @return pointer to the object
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*/
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int shadeHaloFloat(HaloRen *har,
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float *col, int zz,
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float dist, float xn,
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float yn, short flarec);
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/**
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* Render the sky at pixel (x, y).
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*/
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void shadeSkyPixel(float *collector, float fx, float fy, short thread);
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void shadeSkyView(float *colf, float *rco, float *view, float *dxyview, short thread);
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void shadeAtmPixel(struct SunSky *sunsky, float *collector, float fx, float fy, float distance);
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void shadeSunView(float *colf, float *view);
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/* ------------------------------------------------------------------------- */
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#endif
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