- removed ugly pointerhack from OSA render (negative indices denoted pointers). this should solve memory errors when using >1.5 gig mem - cleaned up usage of zbuffer values. These are signed in Blender, and treated as unsigned all over, giving confusing code - fixed incorrect gamma-adding for halos (caused in after xmas commit) And bugfix #2101; wire render didn't give correct rendering for mist. This caused by fact wires are 2D pixel lines, and not correctly filled in faces. Retrieving the 3d coordinate while render cannot use a face- equation then. Solved by retrieving 3D coordinate based on zbuffer value. Still todo here: calculating correct texture coordinates for wire-edges that are no faces.
86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
/*
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* pixelshading.h
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*
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* These functions determine what actual colour a pixel will have.
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef PIXELSHADING_H
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#define PIXELSHADING_H
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#include "render.h"
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#include "vanillaRenderPipe_types.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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void *renderPixel(RE_COLBUFTYPE *collector, float x, float y, int *t, int mask);
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void *renderHaloPixel(RE_COLBUFTYPE *collector, float x, float y, int haloNr) ;
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void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode);
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void 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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* Get the sky blending mode.
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*/
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enum RE_SkyAlphaBlendingType getSkyBlendingMode(void);
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/**
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* Render the sky at pixel (x, y).
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*/
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void renderSkyPixelFloat(RE_COLBUFTYPE *collector, float x, float y);
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/* used by shadeSkyPixel: */
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void shadeSkyPixelFloat(float *colf, float *view, float *dxyview);
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void renderSpotHaloPixel(float x, float y, float *target);
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void shadeSkyPixel(RE_COLBUFTYPE *collector, float fx, float fy);
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void fillBackgroundImage(RE_COLBUFTYPE *collector, float x, float y);
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void fillBackgroundImageChar(char *col, float x, float y);
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/* ------------------------------------------------------------------------- */
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#endif
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