Blender  V2.59
Classes | Defines | Typedefs | Functions
rendercore.h File Reference
#include "render_types.h"

Go to the source code of this file.

Classes

struct  PixStr
struct  PixStrMain

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; }

Typedefs

typedef struct PixStr PixStr
typedef struct PixStrMain PixStrMain

Functions

void calc_view_vector (float *view, float x, float y)
float mistfactor (float zcor, float *co)
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)
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)
void freeraytree (Render *re)
void makeraytree (Render *re)
struct RayObjectmakeraytree_object (Render *re, ObjectInstanceRen *obi)
void ray_shadow (ShadeInput *, LampRen *, float *)
void ray_trace (ShadeInput *, ShadeResult *)
void ray_ao (ShadeInput *, float *, float *)
void init_jitter_plane (LampRen *lar)
void init_ao_sphere (struct World *wrld)
void init_render_qmcsampler (Render *re)
void free_render_qmcsampler (Render *re)

Detailed Description

Definition in file rendercore.h.


Define Documentation

#define CROSS (   dest,
  a,
 
)    { 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]; }

Definition at line 45 of file rendercore.h.

Referenced by area_lamp_energy().

#define VECMUL (   dest,
 
)    { dest[0]*= f; dest[1]*= f; dest[2]*= f; }

Definition at line 46 of file rendercore.h.

Referenced by atm_tile(), lamp_get_visibility(), shade_material_loop(), and strand_eval_point().


Typedef Documentation

typedef struct PixStr PixStr
typedef struct PixStrMain PixStrMain

Function Documentation

void add_halo_flare ( Render re)
void calc_renderco_ortho ( float *  co,
float  x,
float  y,
int  z 
)

Definition at line 131 of file rendercore.c.

References R.

Referenced by lamphalo_tile(), and shade_input_calc_viewco().

void calc_renderco_zbuf ( float *  co,
float *  view,
int  z 
)

Definition at line 145 of file rendercore.c.

References R.

Referenced by lamphalo_tile(), and shade_input_calc_viewco().

void calc_view_vector ( float *  view,
float  x,
float  y 
)
int count_mask ( unsigned short  mask)
void free_render_qmcsampler ( Render re)
void freeraytree ( Render re)
int get_sample_layers ( struct RenderPart pa,
struct RenderLayer rl,
struct RenderLayer **  rlpp 
)
void init_ao_sphere ( struct World wrld)
void init_jitter_plane ( LampRen lar)
void init_render_qmcsampler ( Render re)

Definition at line 1208 of file rayshade.c.

References BLENDER_MAX_THREADS, MEM_callocN(), and Render::qmcsamplers.

Referenced by RE_Database_Baking(), and RE_Database_FromScene().

void makeraytree ( Render re)
struct RayObject* makeraytree_object ( Render re,
ObjectInstanceRen obi 
) [read]
float mistfactor ( float  zcor,
float *  co 
)

Definition at line 122 of file shadeoutput.c.

References R, and sqrt().

Referenced by shade_input_do_shade(), shadeHaloFloat(), and spothalo().

void ray_ao ( ShadeInput ,
float *  ,
float *   
)
void ray_shadow ( ShadeInput ,
LampRen ,
float *   
)
void ray_trace ( ShadeInput ,
ShadeResult  
)
void renderspothalo ( struct ShadeInput shi,
float *  col,
float  alpha 
)
void zbufshade ( void  )
void zbufshade_sss_tile ( struct RenderPart pa)
void zbufshade_tile ( struct RenderPart pa)
void zbufshadeDA ( void  )
void zbufshadeDA_tile ( struct RenderPart pa)