This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/render/extern/include/RE_shader_ext.h
Ton Roosendaal 5e3170fafd Three features;
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.

Also note that these updates draw per layer, including ztransp progress
separately from solid render.

- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.

Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.

- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.

The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
2006-01-31 21:49:05 +00:00

113 lines
3.0 KiB
C++

/**
* $Id$
*
* ***** 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) 2006 by Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef RE_SHADER_EXT_H
#define RE_SHADER_EXT_H
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* this include is for shading and texture exports */
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* localized texture result data */
/* note; tr tg tb ta has to remain in this order */
typedef struct TexResult {
float tin, tr, tg, tb, ta;
int talpha;
float *nor;
} TexResult;
/* localized shade result data */
typedef struct ShadeResult
{
float combined[4];
float diff[3];
float spec[3];
float alpha;
float nor[3];
float winspeed[2];
} ShadeResult;
/* localized renderloop data */
typedef struct ShadeInput
{
struct Material *mat;
struct VlakRen *vlr;
float co[3];
/* copy from material, keep synced so we can do memcopy */
/* current size: 23*4 */
float r, g, b;
float specr, specg, specb;
float mirr, mirg, mirb;
float ambr, ambb, ambg;
float amb, emit, ang, spectra, ray_mirror;
float alpha, refl, spec, zoffs, add;
float translucency;
/* end direct copy from material */
/* individual copies: */
int har;
float layerfac;
/* texture coordinates */
float lo[3], gl[3], uv[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
float vn[3], vno[3], facenor[3], view[3], refcol[4], displace[3];
float strand, tang[3], stress, winspeed[3];
/* dx/dy OSA coordinates */
float dxco[3], dyco[3];
float dxlo[3], dylo[3], dxgl[3], dygl[3], dxuv[3], dyuv[3];
float dxref[3], dyref[3], dxorn[3], dyorn[3];
float dxno[3], dyno[3], dxview, dyview;
float dxlv[3], dylv[3];
float dxwin[3], dywin[3];
float dxsticky[3], dysticky[3];
float dxrefract[3], dyrefract[3];
float dxstrand, dystrand;
int xs, ys; /* pixel to be rendered */
short do_preview; /* for nodes, in previewrender */
short thread;
short osatex, puno;
int mask;
int depth;
} ShadeInput;
/* node shaders... */
struct Tex;
int multitex(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
#endif /* RE_SHADER_EXT_H */