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blender-archive/source/blender/render/intern/include/rendercore.h
Matt Ebb d6808c2b4b * Raytraced shadow casting for volumes
This is a first version and still has a couple of things undefined or
unimplemented, such as external objects casting shadows on or within volumes, 
however volume->solid shadows are going ok.

http://mke3.net/blender/devel/rendering/volumetrics/shadows_test_02.mov
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad3.blend

As with other transparent raytraced shadows in Blender ,in order to make it work,
you must enable 'TraShad' on the material *receiving* the shadow. It would be 
nice to make this a bit easier to use, since there's not much chance you want a
volume material to be casting solid shadows, but that's a bigger issue in the 
renderer outside this scope.

The volume shadows are working from the same physical basis of absorption, and 
support coloured absorption:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_absorption.png

They also work properly with multi-sampled (i.e. QMC) soft shadows:

http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_sharp.png
http://mke3.net/blender/devel/rendering/volumetrics/vol_shad_soft.png

And by popular request the test file:
http://mke3.net/blender/devel/rendering/volumetrics/vol_test_shad_clouds.blend
2008-10-13 05:22:31 +00:00

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/*
* rendercore_ext.h
*
* $Id$
*
* ***** 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef RENDERCORE_H
#define RENDERCORE_H
#include "render_types.h"
/* vector defines */
#define CROSS(dest, a, b) { dest[0]= a[1] * b[2] - a[2] * b[1]; dest[1]= a[2] * b[0] - a[0] * b[2]; dest[2]= a[0] * b[1] - a[1] * b[0]; }
#define VECMUL(dest, f) { dest[0]*= f; dest[1]*= f; dest[2]*= f; }
struct HaloRen;
struct ShadeInput;
struct ShadeResult;
struct World;
struct RenderPart;
struct RenderLayer;
struct ObjectRen;
struct ListBase;
/* ------------------------------------------------------------------------- */
typedef struct PixStr
{
struct PixStr *next;
int obi, facenr, z, maskz;
unsigned short mask;
short shadfac;
} PixStr;
typedef struct PixStrMain
{
struct PixStrMain *next, *prev;
struct PixStr *ps;
int counter;
} PixStrMain;
/* ------------------------------------------------------------------------- */
void calc_view_vector(float *view, float x, float y);
float mistfactor(float zcor, float *co); /* dist and height, return alpha */
void renderspothalo(struct ShadeInput *shi, float *col, float alpha);
void add_halo_flare(Render *re);
void calc_renderco_zbuf(float *co, float *view, int z);
void calc_renderco_ortho(float *co, float x, float y, int z);
int count_mask(unsigned short mask);
void zbufshade(void);
void zbufshadeDA(void); /* Delta Accum Pixel Struct */
void zbufshade_tile(struct RenderPart *pa);
void zbufshadeDA_tile(struct RenderPart *pa);
void zbufshade_sss_tile(struct RenderPart *pa);
int get_sample_layers(struct RenderPart *pa, struct RenderLayer *rl, struct RenderLayer **rlpp);
/* -------- ray.c ------- */
extern void freeraytree(Render *re);
extern void makeraytree(Render *re);
extern void ray_shadow(ShadeInput *, LampRen *, float *);
extern void ray_trace(ShadeInput *, ShadeResult *);
extern void ray_ao(ShadeInput *, float *);
extern void init_jitter_plane(LampRen *lar);
extern void init_ao_sphere(struct World *wrld);
extern void init_render_qmcsampler(Render *re);
extern void free_render_qmcsampler(Render *re);
#endif /* RENDER_EXT_H */