Blender V2.61 - r43446

shadeoutput.c

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2006 Blender Foundation
00019  * All rights reserved.
00020  *
00021  * Contributors: Hos, Robert Wenzlaff.
00022  *
00023  * ***** END GPL LICENSE BLOCK *****
00024  */
00025 
00031 #include <stdio.h>
00032 #include <float.h>
00033 #include <math.h>
00034 #include <string.h>
00035 
00036 #include "BLI_math.h"
00037 #include "BLI_utildefines.h"
00038 
00039 #include "BKE_colortools.h"
00040 #include "BKE_material.h"
00041 #include "BKE_texture.h"
00042 
00043 
00044 #include "DNA_group_types.h"
00045 #include "DNA_lamp_types.h"
00046 #include "DNA_material_types.h"
00047 
00048 /* local include */
00049 #include "occlusion.h"
00050 #include "renderpipeline.h"
00051 #include "render_types.h"
00052 #include "pixelblending.h"
00053 #include "rendercore.h"
00054 #include "shadbuf.h"
00055 #include "sss.h"
00056 #include "texture.h"
00057 
00058 #include "shading.h" /* own include */
00059 
00060 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
00061 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
00062 /* only to be used here in this file, it's for speed */
00063 extern struct Render R;
00064 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
00065 
00066 ListBase *get_lights(ShadeInput *shi)
00067 {
00068     
00069     if(R.r.scemode & R_PREVIEWBUTS)
00070         return &R.lights;
00071     if(shi->light_override)
00072         return &shi->light_override->gobject;
00073     if(shi->mat && shi->mat->group)
00074         return &shi->mat->group->gobject;
00075     
00076     return &R.lights;
00077 }
00078 
00079 #if 0
00080 static void fogcolor(float *colf, float *rco, float *view)
00081 {
00082     float alpha, stepsize, startdist, dist, hor[4], zen[3], vec[3], dview[3];
00083     float div=0.0f, distfac;
00084     
00085     hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
00086     zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
00087     
00088     copy_v3_v3(vec, rco);
00089     
00090     /* we loop from cur coord to mist start in steps */
00091     stepsize= 1.0f;
00092     
00093     div= ABS(view[2]);
00094     dview[0]= view[0]/(stepsize*div);
00095     dview[1]= view[1]/(stepsize*div);
00096     dview[2]= -stepsize;
00097 
00098     startdist= -rco[2] + BLI_frand();
00099     for(dist= startdist; dist>R.wrld.miststa; dist-= stepsize) {
00100         
00101         hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
00102         alpha= 1.0f;
00103         do_sky_tex(vec, vec, NULL, hor, zen, &alpha);
00104         
00105         distfac= (dist-R.wrld.miststa)/R.wrld.mistdist;
00106         
00107         hor[3]= hor[0]*distfac*distfac;
00108         
00109         /* premul! */
00110         alpha= hor[3];
00111         hor[0]= hor[0]*alpha;
00112         hor[1]= hor[1]*alpha;
00113         hor[2]= hor[2]*alpha;
00114         addAlphaOverFloat(colf, hor);
00115         
00116         VECSUB(vec, vec, dview);
00117     }   
00118 }
00119 #endif
00120 
00121 /* zcor is distance, co the 3d coordinate in eye space, return alpha */
00122 float mistfactor(float zcor, float const co[3])
00123 {
00124     float fac, hi;
00125     
00126     fac= zcor - R.wrld.miststa; /* zcor is calculated per pixel */
00127 
00128     /* fac= -co[2]-R.wrld.miststa; */
00129 
00130     if(fac>0.0f) {
00131         if(fac< R.wrld.mistdist) {
00132             
00133             fac= (fac/(R.wrld.mistdist));
00134             
00135             if(R.wrld.mistype==0) fac*= fac;
00136             else if(R.wrld.mistype==1);
00137             else fac= sqrt(fac);
00138         }
00139         else fac= 1.0f;
00140     }
00141     else fac= 0.0f;
00142     
00143     /* height switched off mist */
00144     if(R.wrld.misthi!=0.0f && fac!=0.0f) {
00145         /* at height misthi the mist is completely gone */
00146 
00147         hi= R.viewinv[0][2]*co[0]+R.viewinv[1][2]*co[1]+R.viewinv[2][2]*co[2]+R.viewinv[3][2];
00148         
00149         if(hi>R.wrld.misthi) fac= 0.0f;
00150         else if(hi>0.0f) {
00151             hi= (R.wrld.misthi-hi)/R.wrld.misthi;
00152             fac*= hi*hi;
00153         }
00154     }
00155 
00156     return (1.0f-fac)* (1.0f-R.wrld.misi);  
00157 }
00158 
00159 static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
00160 {
00161     double a, b, c, disc, nray[3], npos[3];
00162     double t0, t1 = 0.0f, t2= 0.0f, t3;
00163     float p1[3], p2[3], ladist, maxz = 0.0f, maxy = 0.0f, haint;
00164     int snijp, doclip=1, use_yco=0;
00165 
00166     *intens= 0.0f;
00167     haint= lar->haint;
00168     
00169     if(R.r.mode & R_ORTHO) {
00170         /* camera pos (view vector) cannot be used... */
00171         /* camera position (cox,coy,0) rotate around lamp */
00172         p1[0]= shi->co[0]-lar->co[0];
00173         p1[1]= shi->co[1]-lar->co[1];
00174         p1[2]= -lar->co[2];
00175         mul_m3_v3(lar->imat, p1);
00176         VECCOPY(npos, p1);  // npos is double!
00177         
00178         /* pre-scale */
00179         npos[2] *= (double)lar->sh_zfac;
00180     }
00181     else {
00182         VECCOPY(npos, lar->sh_invcampos);   /* in initlamp calculated */
00183     }
00184     
00185     /* rotate view */
00186     VECCOPY(nray, shi->view);
00187     mul_m3_v3_double(lar->imat, nray);
00188     
00189     if(R.wrld.mode & WO_MIST) {
00190         /* patchy... */
00191         haint *= mistfactor(-lar->co[2], lar->co);
00192         if(haint==0.0f) {
00193             return;
00194         }
00195     }
00196 
00197 
00198     /* rotate maxz */
00199     if(shi->co[2]==0.0f) doclip= 0; /* for when halo at sky */
00200     else {
00201         p1[0]= shi->co[0]-lar->co[0];
00202         p1[1]= shi->co[1]-lar->co[1];
00203         p1[2]= shi->co[2]-lar->co[2];
00204     
00205         maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
00206         maxz*= lar->sh_zfac;
00207         maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];
00208 
00209         if( fabsf(nray[2]) < FLT_EPSILON ) use_yco= 1;
00210     }
00211     
00212     /* scale z to make sure volume is normalized */ 
00213     nray[2] *= (double)lar->sh_zfac;
00214     /* nray does not need normalization */
00215     
00216     ladist= lar->sh_zfac*lar->dist;
00217     
00218     /* solve */
00219     a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
00220     b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
00221     c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];
00222 
00223     snijp= 0;
00224     if (fabs(a) < DBL_EPSILON) {
00225         /*
00226          * Only one intersection point...
00227          */
00228         return;
00229     }
00230     else {
00231         disc = b*b - a*c;
00232         
00233         if(disc==0.0) {
00234             t1=t2= (-b)/ a;
00235             snijp= 2;
00236         }
00237         else if (disc > 0.0) {
00238             disc = sqrt(disc);
00239             t1 = (-b + disc) / a;
00240             t2 = (-b - disc) / a;
00241             snijp= 2;
00242         }
00243     }
00244     if(snijp==2) {
00245         int ok1=0, ok2=0;
00246 
00247         /* sort */
00248         if(t1>t2) {
00249             a= t1; t1= t2; t2= a;
00250         }
00251 
00252         /* z of intersection points with diabolo */
00253         p1[2]= npos[2] + t1*nray[2];
00254         p2[2]= npos[2] + t2*nray[2];
00255 
00256         /* evaluate both points */
00257         if(p1[2]<=0.0f) ok1= 1;
00258         if(p2[2]<=0.0f && t1!=t2) ok2= 1;
00259         
00260         /* at least 1 point with negative z */
00261         if(ok1==0 && ok2==0) return;
00262         
00263         /* intersction point with -ladist, the bottom of the cone */
00264         if(use_yco==0) {
00265             t3= ((double)(-ladist)-npos[2])/nray[2];
00266                 
00267             /* de we have to replace one of the intersection points? */
00268             if(ok1) {
00269                 if(p1[2]<-ladist) t1= t3;
00270             }
00271             else {
00272                 t1= t3;
00273             }
00274             if(ok2) {
00275                 if(p2[2]<-ladist) t2= t3;
00276             }
00277             else {
00278                 t2= t3;
00279             }
00280         }
00281         else if(ok1==0 || ok2==0) return;
00282         
00283         /* at least 1 visible interesction point */
00284         if(t1<0.0 && t2<0.0) return;
00285         
00286         if(t1<0.0) t1= 0.0;
00287         if(t2<0.0) t2= 0.0;
00288         
00289         if(t1==t2) return;
00290         
00291         /* sort again to be sure */
00292         if(t1>t2) {
00293             a= t1; t1= t2; t2= a;
00294         }
00295         
00296         /* calculate t0: is the maximum visible z (when halo is intersected by face) */ 
00297         if(doclip) {
00298             if(use_yco==0) t0= (maxz-npos[2])/nray[2];
00299             else t0= (maxy-npos[1])/nray[1];
00300 
00301             if(t0<t1) return;
00302             if(t0<t2) t2= t0;
00303         }
00304 
00305         /* calc points */
00306         p1[0]= npos[0] + t1*nray[0];
00307         p1[1]= npos[1] + t1*nray[1];
00308         p1[2]= npos[2] + t1*nray[2];
00309         p2[0]= npos[0] + t2*nray[0];
00310         p2[1]= npos[1] + t2*nray[1];
00311         p2[2]= npos[2] + t2*nray[2];
00312         
00313             
00314         /* now we have 2 points, make three lengths with it */
00315         
00316         a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
00317         b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
00318         c= len_v3v3(p1, p2);
00319         
00320         a/= ladist;
00321         a= sqrt(a);
00322         b/= ladist; 
00323         b= sqrt(b);
00324         c/= ladist;
00325         
00326         *intens= c*( (1.0-a)+(1.0-b) );
00327 
00328         /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
00329             at the edges (especially with narrow halos) */
00330         if(*intens<=0.0f) return;
00331 
00332         /* soft area */
00333         /* not needed because t0 has been used for p1/p2 as well */
00334         /* if(doclip && t0<t2) { */
00335         /*  *intens *= (t0-t1)/(t2-t1); */
00336         /* } */
00337         
00338         *intens *= haint;
00339         
00340         if(lar->shb && lar->shb->shadhalostep) {
00341             *intens *= shadow_halo(lar, p1, p2);
00342         }
00343         
00344     }
00345 }
00346 
00347 void renderspothalo(ShadeInput *shi, float col[4], float alpha)
00348 {
00349     ListBase *lights;
00350     GroupObject *go;
00351     LampRen *lar;
00352     float i;
00353     
00354     if(alpha==0.0f) return;
00355     
00356     lights= get_lights(shi);
00357     for(go=lights->first; go; go= go->next) {
00358         lar= go->lampren;
00359         if(lar==NULL) continue;
00360         
00361         if(lar->type==LA_SPOT && (lar->mode & LA_HALO) && (lar->buftype != LA_SHADBUF_DEEP) && lar->haint>0) {
00362             
00363             if(lar->mode & LA_LAYER) 
00364                 if(shi->vlr && (lar->lay & shi->obi->lay)==0) 
00365                     continue;
00366             if((lar->lay & shi->lay)==0) 
00367                 continue;
00368             
00369             spothalo(lar, shi, &i);
00370             if(i>0.0f) {
00371                 col[3]+= i*alpha;           // all premul
00372                 col[0]+= i*lar->r*alpha;
00373                 col[1]+= i*lar->g*alpha;
00374                 col[2]+= i*lar->b*alpha;    
00375             }
00376         }
00377     }
00378     /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */
00379     if(col[3]>1.0f) col[3]= 1.0f;
00380 }
00381 
00382 
00383 
00384 /* ---------------- shaders ----------------------- */
00385 
00386 static double Normalize_d(double *n)
00387 {
00388     double d;
00389     
00390     d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
00391 
00392     if(d>0.00000000000000001) {
00393         d= sqrt(d);
00394 
00395         n[0]/=d; 
00396         n[1]/=d; 
00397         n[2]/=d;
00398     } else {
00399         n[0]=n[1]=n[2]= 0.0;
00400         d= 0.0;
00401     }
00402     return d;
00403 }
00404 
00405 /* mix of 'real' fresnel and allowing control. grad defines blending gradient */
00406 float fresnel_fac(float *view, float *vn, float grad, float fac)
00407 {
00408     float t1, t2;
00409     
00410     if(fac==0.0f) return 1.0f;
00411     
00412     t1= (view[0]*vn[0] + view[1]*vn[1] + view[2]*vn[2]);
00413     if(t1>0.0f)  t2= 1.0f+t1;
00414     else t2= 1.0f-t1;
00415     
00416     t2= grad + (1.0f-grad)*powf(t2, fac);
00417     
00418     if(t2<0.0f) return 0.0f;
00419     else if(t2>1.0f) return 1.0f;
00420     return t2;
00421 }
00422 
00423 static double saacos_d(double fac)
00424 {
00425     if(fac<= -1.0) return M_PI;
00426     else if(fac>=1.0) return 0.0;
00427     else return acos(fac);
00428 }
00429 
00430 /* Stoke's form factor. Need doubles here for extreme small area sizes */
00431 static float area_lamp_energy(float (*area)[3], float *co, float *vn)
00432 {
00433     double fac;
00434     double vec[4][3];   /* vectors of rendered co to vertices lamp */
00435     double cross[4][3]; /* cross products of this */
00436     double rad[4];      /* angles between vecs */
00437 
00438     VECSUB(vec[0], co, area[0]);
00439     VECSUB(vec[1], co, area[1]);
00440     VECSUB(vec[2], co, area[2]);
00441     VECSUB(vec[3], co, area[3]);
00442     
00443     Normalize_d(vec[0]);
00444     Normalize_d(vec[1]);
00445     Normalize_d(vec[2]);
00446     Normalize_d(vec[3]);
00447 
00448     /* cross product */
00449     CROSS(cross[0], vec[0], vec[1]);
00450     CROSS(cross[1], vec[1], vec[2]);
00451     CROSS(cross[2], vec[2], vec[3]);
00452     CROSS(cross[3], vec[3], vec[0]);
00453 
00454     Normalize_d(cross[0]);
00455     Normalize_d(cross[1]);
00456     Normalize_d(cross[2]);
00457     Normalize_d(cross[3]);
00458 
00459     /* angles */
00460     rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
00461     rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
00462     rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
00463     rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];
00464 
00465     rad[0]= saacos_d(rad[0]);
00466     rad[1]= saacos_d(rad[1]);
00467     rad[2]= saacos_d(rad[2]);
00468     rad[3]= saacos_d(rad[3]);
00469 
00470     /* Stoke formula */
00471     fac=  rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]);
00472     fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]);
00473     fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]);
00474     fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
00475 
00476     if(fac<=0.0) return 0.0;
00477     return fac;
00478 }
00479 
00480 static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
00481 {
00482     /* corner vectors are moved around according lamp jitter */
00483     float *jitlamp= lar->jitter, vec[3];
00484     float area[4][3], intens= 0.0f;
00485     int a= lar->ray_totsamp;
00486 
00487     /* test if co is behind lamp */
00488     sub_v3_v3v3(vec, co, lar->co);
00489     if(dot_v3v3(vec, lar->vec) < 0.0f)
00490         return 0.0f;
00491 
00492     while(a--) {
00493         vec[0]= jitlamp[0];
00494         vec[1]= jitlamp[1];
00495         vec[2]= 0.0f;
00496         mul_m3_v3(lar->mat, vec);
00497         
00498         add_v3_v3v3(area[0], lar->area[0], vec);
00499         add_v3_v3v3(area[1], lar->area[1], vec);
00500         add_v3_v3v3(area[2], lar->area[2], vec);
00501         add_v3_v3v3(area[3], lar->area[3], vec);
00502         
00503         intens+= area_lamp_energy(area, co, vn);
00504         
00505         jitlamp+= 2;
00506     }
00507     intens /= (float)lar->ray_totsamp;
00508     
00509     return pow(intens*lar->areasize, lar->k);   // corrected for buttons size and lar->dist^2
00510 }
00511 
00512 static float spec(float inp, int hard)  
00513 {
00514     float b1;
00515     
00516     if(inp>=1.0f) return 1.0f;
00517     else if (inp<=0.0f) return 0.0f;
00518     
00519     b1= inp*inp;
00520     /* avoid FPE */
00521     if(b1<0.01f) b1= 0.01f; 
00522     
00523     if((hard & 1)==0)  inp= 1.0f;
00524     if(hard & 2)  inp*= b1;
00525     b1*= b1;
00526     if(hard & 4)  inp*= b1;
00527     b1*= b1;
00528     if(hard & 8)  inp*= b1;
00529     b1*= b1;
00530     if(hard & 16) inp*= b1;
00531     b1*= b1;
00532 
00533     /* avoid FPE */
00534     if(b1<0.001f) b1= 0.0f; 
00535 
00536     if(hard & 32) inp*= b1;
00537     b1*= b1;
00538     if(hard & 64) inp*=b1;
00539     b1*= b1;
00540     if(hard & 128) inp*=b1;
00541 
00542     if(b1<0.001f) b1= 0.0f; 
00543 
00544     if(hard & 256) {
00545         b1*= b1;
00546         inp*=b1;
00547     }
00548 
00549     return inp;
00550 }
00551 
00552 static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent )
00553 {
00554     float h[3];
00555     float rslt;
00556     
00557     h[0] = l[0] + v[0];
00558     h[1] = l[1] + v[1];
00559     h[2] = l[2] + v[2];
00560     normalize_v3(h);
00561     
00562     rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
00563     if(tangent) rslt= sasqrt(1.0f - rslt*rslt);
00564         
00565     if( rslt > 0.0f ) rslt= spec(rslt, hard);
00566     else rslt = 0.0f;
00567     
00568     return rslt;
00569 }
00570 
00571 
00572 /* reduced cook torrance spec (for off-specular peak) */
00573 static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent)
00574 {
00575     float i, nh, nv, h[3];
00576 
00577     h[0]= v[0]+l[0];
00578     h[1]= v[1]+l[1];
00579     h[2]= v[2]+l[2];
00580     normalize_v3(h);
00581 
00582     nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
00583     if(tangent) nh= sasqrt(1.0f - nh*nh);
00584     else if(nh<0.0f) return 0.0f;
00585     
00586     nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
00587     if(tangent) nv= sasqrt(1.0f - nv*nv);
00588     else if(nv<0.0f) nv= 0.0f;
00589 
00590     i= spec(nh, hard);
00591 
00592     i= i/(0.1f+nv);
00593     return i;
00594 }
00595 
00596 /* Blinn spec */
00597 static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power, int tangent)
00598 {
00599     float i, nh, nv, nl, vh, h[3];
00600     float a, b, c, g=0.0f, p, f, ang;
00601 
00602     if(refrac < 1.0f) return 0.0f;
00603     if(spec_power == 0.0f) return 0.0f;
00604     
00605     /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
00606     if(spec_power<100.0f)
00607         spec_power= sqrt(1.0f/spec_power);
00608     else spec_power= 10.0f/spec_power;
00609     
00610     h[0]= v[0]+l[0];
00611     h[1]= v[1]+l[1];
00612     h[2]= v[2]+l[2];
00613     normalize_v3(h);
00614 
00615     nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
00616     if(tangent) nh= sasqrt(1.0f - nh*nh);
00617     else if(nh<0.0f) return 0.0f;
00618 
00619     nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
00620     if(tangent) nv= sasqrt(1.0f - nv*nv);
00621     if(nv<=0.01f) nv= 0.01f;                /* hrms... */
00622 
00623     nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
00624     if(tangent) nl= sasqrt(1.0f - nl*nl);
00625     if(nl<=0.01f) {
00626         return 0.0f;
00627     }
00628 
00629     vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
00630     if(vh<=0.0f) vh= 0.01f;
00631 
00632     a = 1.0f;
00633     b = (2.0f*nh*nv)/vh;
00634     c = (2.0f*nh*nl)/vh;
00635 
00636     if( a < b && a < c ) g = a;
00637     else if( b < a && b < c ) g = b;
00638     else if( c < a && c < b ) g = c;
00639 
00640     p = sqrt( (double)((refrac * refrac)+(vh*vh)-1.0f) );
00641     f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1+((((vh*(p+vh))-1.0f)*((vh*(p+vh))-1.0f))/(((vh*(p-vh))+1.0f)*((vh*(p-vh))+1.0f))));
00642     ang = saacos(nh);
00643 
00644     i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power)));
00645     if(i<0.0f) i= 0.0f;
00646     
00647     return i;
00648 }
00649 
00650 /* cartoon render spec */
00651 static float Toon_Spec( float *n, float *l, float *v, float size, float smooth, int tangent)
00652 {
00653     float h[3];
00654     float ang;
00655     float rslt;
00656     
00657     h[0] = l[0] + v[0];
00658     h[1] = l[1] + v[1];
00659     h[2] = l[2] + v[2];
00660     normalize_v3(h);
00661     
00662     rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
00663     if(tangent) rslt = sasqrt(1.0f - rslt*rslt);
00664     
00665     ang = saacos( rslt ); 
00666     
00667     if( ang < size ) rslt = 1.0f;
00668     else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
00669     else rslt = 1.0f - ((ang - size) / smooth);
00670     
00671     return rslt;
00672 }
00673 
00674 /* Ward isotropic gaussian spec */
00675 static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent)
00676 {
00677     float i, nh, nv, nl, h[3], angle, alpha;
00678 
00679 
00680     /* half-way vector */
00681     h[0] = l[0] + v[0];
00682     h[1] = l[1] + v[1];
00683     h[2] = l[2] + v[2];
00684     normalize_v3(h);
00685 
00686     nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
00687     if(tangent) nh = sasqrt(1.0f - nh*nh);
00688     if(nh<=0.0f) nh = 0.001f;
00689     
00690     nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
00691     if(tangent) nv = sasqrt(1.0f - nv*nv);
00692     if(nv<=0.0f) nv = 0.001f;
00693 
00694     nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
00695     if(tangent) nl = sasqrt(1.0f - nl*nl);
00696     if(nl<=0.0f) nl = 0.001f;
00697 
00698     angle = tan(saacos(nh));
00699     alpha = MAX2(rms, 0.001f);
00700 
00701     i= nl * (1.0f/(4.0f*(float)M_PI*alpha*alpha)) * (expf( -(angle*angle)/(alpha*alpha))/(sqrtf(nv*nl)));
00702 
00703     return i;
00704 }
00705 
00706 /* cartoon render diffuse */
00707 static float Toon_Diff( float *n, float *l, float *UNUSED(v), float size, float smooth )
00708 {
00709     float rslt, ang;
00710 
00711     rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
00712 
00713     ang = saacos( (double)(rslt) );
00714 
00715     if( ang < size ) rslt = 1.0f;
00716     else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
00717     else rslt = 1.0f - ((ang - size) / smooth);
00718 
00719     return rslt;
00720 }
00721 
00722 /* Oren Nayar diffuse */
00723 
00724 /* 'nl' is either dot product, or return value of area light */
00725 /* in latter case, only last multiplication uses 'nl' */
00726 static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough )
00727 {
00728     float i/*, nh*/, nv /*, vh */, realnl, h[3];
00729     float a, b, t, A, B;
00730     float Lit_A, View_A, Lit_B[3], View_B[3];
00731     
00732     h[0]= v[0]+l[0];
00733     h[1]= v[1]+l[1];
00734     h[2]= v[2]+l[2];
00735     normalize_v3(h);
00736     
00737     /* nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; */ /* Dot product between surface normal and half-way vector */
00738     /* if(nh<0.0f) nh = 0.0f; */
00739     
00740     nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
00741     if(nv<=0.0f) nv= 0.0f;
00742     
00743     realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
00744     if(realnl<=0.0f) return 0.0f;
00745     if(nl<0.0f) return 0.0f;        /* value from area light */
00746     
00747     /* vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; */ /* Dot product between view vector and halfway vector */
00748     /* if(vh<=0.0f) vh= 0.0f; */
00749     
00750     Lit_A = saacos(realnl);
00751     View_A = saacos( nv );
00752     
00753     Lit_B[0] = l[0] - (realnl * n[0]);
00754     Lit_B[1] = l[1] - (realnl * n[1]);
00755     Lit_B[2] = l[2] - (realnl * n[2]);
00756     normalize_v3( Lit_B );
00757     
00758     View_B[0] = v[0] - (nv * n[0]);
00759     View_B[1] = v[1] - (nv * n[1]);
00760     View_B[2] = v[2] - (nv * n[2]);
00761     normalize_v3( View_B );
00762     
00763     t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
00764     if( t < 0 ) t = 0;
00765     
00766     if( Lit_A > View_A ) {
00767         a = Lit_A;
00768         b = View_A;
00769     }
00770     else {
00771         a = View_A;
00772         b = Lit_A;
00773     }
00774     
00775     A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f)));
00776     B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f));
00777     
00778     b*= 0.95f;  /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
00779                 /* overflow only happens with extreme size area light, and higher roughness */
00780     i = nl * ( A + ( B * t * sinf(a) * tanf(b) ) );
00781     
00782     return i;
00783 }
00784 
00785 /* Minnaert diffuse */
00786 static float Minnaert_Diff(float nl, float *n, float *v, float darkness)
00787 {
00788 
00789     float i, nv;
00790 
00791     /* nl = dot product between surface normal and light vector */
00792     if (nl <= 0.0f)
00793         return 0.0f;
00794 
00795     /* nv = dot product between surface normal and view vector */
00796     nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
00797     if (nv < 0.0f)
00798         nv = 0.0f;
00799 
00800     if (darkness <= 1.0f)
00801         i = nl * pow(MAX2(nv*nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
00802     else
00803         i = nl * pow( (1.001f - nv), (darkness  - 1.0f) ); /*Nvidia model*/
00804 
00805     return i;
00806 }
00807 
00808 static float Fresnel_Diff(float *vn, float *lv, float *UNUSED(view), float fac_i, float fac)
00809 {
00810     return fresnel_fac(lv, vn, fac_i, fac);
00811 }
00812 
00813 /* --------------------------------------------- */
00814 /* also called from texture.c */
00815 void calc_R_ref(ShadeInput *shi)
00816 {
00817     float i;
00818 
00819     /* shi->vn dot shi->view */
00820     i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
00821 
00822     shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
00823     shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
00824     shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
00825     if(shi->osatex) {
00826         if(shi->vlr->flag & R_SMOOTH) {
00827             i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) +
00828                 (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] );
00829 
00830             shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0]));
00831             shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1]));
00832             shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2]));
00833 
00834             i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+
00835                 (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] );
00836 
00837             shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0]));
00838             shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1]));
00839             shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2]));
00840 
00841         }
00842         else {
00843 
00844             i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) +
00845                 shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );
00846 
00847             shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]);
00848             shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
00849             shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
00850 
00851             i= -2*( shi->vn[0]*shi->view[0]+
00852                 shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] );
00853 
00854             shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
00855             shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]);
00856             shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
00857         }
00858     }
00859 
00860 }
00861 
00862 /* called from ray.c */
00863 void shade_color(ShadeInput *shi, ShadeResult *shr)
00864 {
00865     Material *ma= shi->mat;
00866 
00867     if(ma->mode & (MA_FACETEXTURE)) {
00868         shi->r= shi->vcol[0];
00869         shi->g= shi->vcol[1];
00870         shi->b= shi->vcol[2];
00871         if(ma->mode & (MA_FACETEXTURE_ALPHA))
00872             shi->alpha= shi->vcol[3];
00873     }
00874     else if(ma->mode & (MA_VERTEXCOLP)) {
00875         float neg_alpha = 1.0f - shi->vcol[3];
00876         shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3];
00877         shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3];
00878         shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3];
00879     }
00880     
00881     if(ma->texco)
00882         do_material_tex(shi, &R);
00883 
00884     if(ma->fresnel_tra!=0.0f) 
00885         shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
00886     
00887     if (!(shi->mode & MA_TRANSP)) shi->alpha= 1.0f;
00888     
00889     shr->diff[0]= shi->r;
00890     shr->diff[1]= shi->g;
00891     shr->diff[2]= shi->b;
00892     shr->alpha= shi->alpha;
00893 }
00894 
00895 /* ramp for at end of shade */
00896 static void ramp_diffuse_result(float *diff, ShadeInput *shi)
00897 {
00898     Material *ma= shi->mat;
00899     float col[4];
00900 
00901     if(ma->ramp_col) {
00902         if(ma->rampin_col==MA_RAMP_IN_RESULT) {
00903             float fac = rgb_to_grayscale(diff);
00904             do_colorband(ma->ramp_col, fac, col);
00905             
00906             /* blending method */
00907             fac= col[3]*ma->rampfac_col;
00908             
00909             ramp_blend(ma->rampblend_col, diff, fac, col);
00910         }
00911     }
00912 }
00913 
00914 /* r,g,b denote energy, ramp is used with different values to make new material color */
00915 static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
00916 {
00917     Material *ma= shi->mat;
00918 
00919     if(ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
00920         
00921         /* MA_RAMP_IN_RESULT is exceptional */
00922         if(ma->rampin_col==MA_RAMP_IN_RESULT) {
00923             // normal add
00924             diff[0] += r * shi->r;
00925             diff[1] += g * shi->g;
00926             diff[2] += b * shi->b;
00927         }
00928         else {
00929             float colt[3], col[4];
00930             float fac;
00931 
00932             /* input */
00933             switch(ma->rampin_col) {
00934             case MA_RAMP_IN_ENERGY:
00935                 /* should use 'rgb_to_grayscale' but we only have a vector version */
00936                 fac= 0.3f*r + 0.58f*g + 0.12f*b;
00937                 break;
00938             case MA_RAMP_IN_SHADER:
00939                 fac= is;
00940                 break;
00941             case MA_RAMP_IN_NOR:
00942                 fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
00943                 break;
00944             default:
00945                 fac= 0.0f;
00946                 break;
00947             }
00948     
00949             do_colorband(ma->ramp_col, fac, col);
00950             
00951             /* blending method */
00952             fac= col[3]*ma->rampfac_col;
00953             colt[0]= shi->r;
00954             colt[1]= shi->g;
00955             colt[2]= shi->b;
00956 
00957             ramp_blend(ma->rampblend_col, colt, fac, col);
00958 
00959             /* output to */
00960             diff[0] += r * colt[0];
00961             diff[1] += g * colt[1];
00962             diff[2] += b * colt[2];
00963         }
00964     }
00965     else {
00966         diff[0] += r * shi->r;
00967         diff[1] += g * shi->g;
00968         diff[2] += b * shi->b;
00969     }
00970 }
00971 
00972 static void ramp_spec_result(float spec_col[3], ShadeInput *shi)
00973 {
00974     Material *ma= shi->mat;
00975 
00976     if(ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
00977         float col[4];
00978         float fac = rgb_to_grayscale(spec_col);
00979 
00980         do_colorband(ma->ramp_spec, fac, col);
00981         
00982         /* blending method */
00983         fac= col[3]*ma->rampfac_spec;
00984         
00985         ramp_blend(ma->rampblend_spec, spec_col, fac, col);
00986         
00987     }
00988 }
00989 
00990 /* is = dot product shade, t = spec energy */
00991 static void do_specular_ramp(ShadeInput *shi, float is, float t, float spec[3])
00992 {
00993     Material *ma= shi->mat;
00994 
00995     spec[0]= shi->specr;
00996     spec[1]= shi->specg;
00997     spec[2]= shi->specb;
00998 
00999     /* MA_RAMP_IN_RESULT is exception */
01000     if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
01001         float fac;
01002         float col[4];
01003 
01004         /* input */
01005         switch(ma->rampin_spec) {
01006         case MA_RAMP_IN_ENERGY:
01007             fac= t;
01008             break;
01009         case MA_RAMP_IN_SHADER:
01010             fac= is;
01011             break;
01012         case MA_RAMP_IN_NOR:
01013             fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
01014             break;
01015         default:
01016             fac= 0.0f;
01017             break;
01018         }
01019         
01020         do_colorband(ma->ramp_spec, fac, col);
01021         
01022         /* blending method */
01023         fac= col[3]*ma->rampfac_spec;
01024         
01025         ramp_blend(ma->rampblend_spec, spec, fac, col);
01026     }
01027 }
01028 
01029 /* pure AO, check for raytrace and world should have been done */
01030 /* preprocess, textures were not done, don't use shi->amb for that reason */
01031 void ambient_occlusion(ShadeInput *shi)
01032 {
01033     if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
01034         sample_occ(&R, shi);
01035     else if((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f)
01036         ray_ao(shi, shi->ao, shi->env);
01037     else
01038         shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
01039 }
01040 
01041 
01042 /* wrld mode was checked for */
01043 static void ambient_occlusion_apply(ShadeInput *shi, ShadeResult *shr)
01044 {
01045     float f= R.wrld.aoenergy;
01046     float tmp[3], tmpspec[3];
01047 
01048     if(!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
01049         return;
01050     if(f == 0.0f)
01051         return;
01052 
01053     if(R.wrld.aomix==WO_AOADD) {
01054         shr->combined[0] += shi->ao[0]*shi->r*shi->refl*f;
01055         shr->combined[1] += shi->ao[1]*shi->g*shi->refl*f;
01056         shr->combined[2] += shi->ao[2]*shi->b*shi->refl*f;
01057     }
01058     else if(R.wrld.aomix==WO_AOMUL) {
01059         mul_v3_v3v3(tmp, shr->combined, shi->ao);
01060         mul_v3_v3v3(tmpspec, shr->spec, shi->ao);
01061 
01062         if(f == 1.0f) {
01063             copy_v3_v3(shr->combined, tmp);
01064             copy_v3_v3(shr->spec, tmpspec);
01065         }
01066         else {
01067             interp_v3_v3v3(shr->combined, shr->combined, tmp, f);
01068             interp_v3_v3v3(shr->spec, shr->spec, tmpspec, f);
01069         }
01070     }
01071 }
01072 
01073 void environment_lighting_apply(ShadeInput *shi, ShadeResult *shr)
01074 {
01075     float f= R.wrld.ao_env_energy*shi->amb;
01076 
01077     if(!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
01078         return;
01079     if(f == 0.0f)
01080         return;
01081     
01082     shr->combined[0] += shi->env[0]*shi->r*shi->refl*f;
01083     shr->combined[1] += shi->env[1]*shi->g*shi->refl*f;
01084     shr->combined[2] += shi->env[2]*shi->b*shi->refl*f;
01085 }
01086 
01087 static void indirect_lighting_apply(ShadeInput *shi, ShadeResult *shr)
01088 {
01089     float f= R.wrld.ao_indirect_energy;
01090 
01091     if(!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
01092         return;
01093     if(f == 0.0f)
01094         return;
01095 
01096     shr->combined[0] += shi->indirect[0]*shi->r*shi->refl*f;
01097     shr->combined[1] += shi->indirect[1]*shi->g*shi->refl*f;
01098     shr->combined[2] += shi->indirect[2]*shi->b*shi->refl*f;
01099 }
01100 
01101 /* result written in shadfac */
01102 void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real)
01103 {
01104     LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]);
01105     
01106     if(do_real || lss->samplenr!=shi->samplenr) {
01107         
01108         shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
01109         
01110         if(lar->shb) {
01111             if(lar->buftype==LA_SHADBUF_IRREGULAR)
01112                 shadfac[3]= ISB_getshadow(shi, lar->shb);
01113             else
01114                 shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias);
01115         }
01116         else if(lar->mode & LA_SHAD_RAY) {
01117             ray_shadow(shi, lar, shadfac);
01118         }
01119         
01120         if(shi->depth==0) {
01121             copy_v4_v4(lss->shadfac, shadfac);
01122             lss->samplenr= shi->samplenr;
01123         }
01124     }
01125     else {
01126         copy_v4_v4(shadfac, lss->shadfac);
01127     }
01128 }
01129 
01130 /* lampdistance and spot angle, writes in lv and dist */
01131 float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *dist)
01132 {
01133     if(lar->type==LA_SUN || lar->type==LA_HEMI) {
01134         *dist= 1.0f;
01135         copy_v3_v3(lv, lar->vec);
01136         return 1.0f;
01137     }
01138     else {
01139         float visifac= 1.0f, t;
01140         
01141         sub_v3_v3v3(lv, co, lar->co);
01142         *dist= sqrtf(dot_v3v3(lv, lv));
01143         t= 1.0f/dist[0];
01144         mul_v3_fl(lv, t);
01145         
01146         /* area type has no quad or sphere option */
01147         if(lar->type==LA_AREA) {
01148             /* area is single sided */
01149             //if(dot_v3v3(lv, lar->vec) > 0.0f)
01150             //  visifac= 1.0f;
01151             //else
01152             //  visifac= 0.0f;
01153         }
01154         else {
01155             switch(lar->falloff_type)
01156             {
01157                 case LA_FALLOFF_CONSTANT:
01158                     visifac = 1.0f;
01159                     break;
01160                 case LA_FALLOFF_INVLINEAR:
01161                     visifac = lar->dist/(lar->dist + dist[0]);
01162                     break;
01163                 case LA_FALLOFF_INVSQUARE:
01164                     /* NOTE: This seems to be a hack since commit r12045 says this
01165                      * option is similar to old Quad, but with slight changes.
01166                      * Correct inv square would be (which would be old Quad):
01167                      * visifac = lar->distkw / (lar->distkw + dist[0]*dist[0]);
01168                      */
01169                     visifac = lar->dist / (lar->dist + dist[0]*dist[0]);
01170                     break;
01171                 case LA_FALLOFF_SLIDERS:
01172                     if(lar->ld1>0.0f)
01173                         visifac= lar->dist/(lar->dist+lar->ld1*dist[0]);
01174                     if(lar->ld2>0.0f)
01175                         visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
01176                     break;
01177                 case LA_FALLOFF_CURVE:
01178                     visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
01179                     break;
01180             }
01181             
01182             if(lar->mode & LA_SPHERE) {
01183                 float t= lar->dist - dist[0];
01184                 if(t<=0.0f) 
01185                     visifac= 0.0f;
01186                 else
01187                     visifac*= t/lar->dist;
01188             }
01189             
01190             if(visifac > 0.0f) {
01191                 if(lar->type==LA_SPOT) {
01192                     float inpr;
01193                     
01194                     if(lar->mode & LA_SQUARE) {
01195                         if(dot_v3v3(lv, lar->vec) > 0.0f) {
01196                             float lvrot[3], x;
01197                             
01198                             /* rotate view to lampspace */
01199                             copy_v3_v3(lvrot, lv);
01200                             mul_m3_v3(lar->imat, lvrot);
01201                             
01202                             x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
01203                             /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
01204                             
01205                             inpr= 1.0f/(sqrt(1.0f+x*x));
01206                         }
01207                         else inpr= 0.0f;
01208                     }
01209                     else {
01210                         inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
01211                     }
01212                     
01213                     t= lar->spotsi;
01214                     if(inpr<=t) 
01215                         visifac= 0.0f;
01216                     else {
01217                         t= inpr-t;
01218                         if(t<lar->spotbl && lar->spotbl!=0.0f) {
01219                             /* soft area */
01220                             float i= t/lar->spotbl;
01221                             t= i*i;
01222                             inpr*= (3.0f*t-2.0f*t*i);
01223                         }
01224                         visifac*= inpr;
01225                     }
01226                 }
01227             }
01228         }
01229         if (visifac <= 0.001f) visifac = 0.0f;
01230         return visifac;
01231     }
01232 }
01233 
01234 /* function returns raw diff, spec and full shadowed diff in the 'shad' pass */
01235 static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag)
01236 {
01237     Material *ma= shi->mat;
01238     VlakRen *vlr= shi->vlr;
01239     float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
01240     float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
01241     float visifac;
01242     
01243     vn= shi->vn;
01244     view= shi->view;
01245     
01246     
01247     if (lar->energy == 0.0f) return;
01248     /* only shadow lamps shouldn't affect shadow-less materials at all */
01249     if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
01250         return;
01251     /* optimisation, don't render fully black lamps */
01252     if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
01253         return;
01254     
01255     /* lampdist, spot angle, area side, ... */
01256     visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
01257     if(visifac==0.0f)
01258         return;
01259     
01260     if(lar->type==LA_SPOT) {
01261         if(lar->mode & LA_OSATEX) {
01262             shi->osatex= 1; /* signal for multitex() */
01263             
01264             shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist;
01265             shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist;
01266             shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist;
01267             
01268             shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist;
01269             shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist;
01270             shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist;
01271         }
01272     }
01273     
01274     /* lamp color texture */
01275     lacol[0]= lar->r;
01276     lacol[1]= lar->g;
01277     lacol[2]= lar->b;
01278     
01279     lashdw[0]= lar->shdwr;
01280     lashdw[1]= lar->shdwg;
01281     lashdw[2]= lar->shdwb;
01282     
01283     if(lar->mode & LA_TEXTURE)  do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
01284     if(lar->mode & LA_SHAD_TEX) do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
01285 
01286         /* tangent case; calculate fake face normal, aligned with lampvector */ 
01287         /* note, vnor==vn is used as tangent trigger for buffer shadow */
01288     if(vlr->flag & R_TANGENT) {
01289         float cross[3], nstrand[3], blend;
01290 
01291         if(ma->mode & MA_STR_SURFDIFF) {
01292             cross_v3_v3v3(cross, shi->surfnor, vn);
01293             cross_v3_v3v3(nstrand, vn, cross);
01294 
01295             blend= dot_v3v3(nstrand, shi->surfnor);
01296             blend= 1.0f - blend;
01297             CLAMP(blend, 0.0f, 1.0f);
01298 
01299             interp_v3_v3v3(vnor, nstrand, shi->surfnor, blend);
01300             normalize_v3(vnor);
01301         }
01302         else {
01303             cross_v3_v3v3(cross, lv, vn);
01304             cross_v3_v3v3(vnor, cross, vn);
01305             normalize_v3(vnor);
01306         }
01307 
01308         if(ma->strand_surfnor > 0.0f) {
01309             if(ma->strand_surfnor > shi->surfdist) {
01310                 blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor;
01311                 interp_v3_v3v3(vnor, vnor, shi->surfnor, blend);
01312                 normalize_v3(vnor);
01313             }
01314         }
01315 
01316         vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
01317         vn= vnor;
01318     }
01319     else if (ma->mode & MA_TANGENT_V) {
01320         float cross[3];
01321         cross_v3_v3v3(cross, lv, shi->tang);
01322         cross_v3_v3v3(vnor, cross, shi->tang);
01323         normalize_v3(vnor);
01324         vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
01325         vn= vnor;
01326     }
01327     
01328     /* dot product and reflectivity */
01329     /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
01330     inp= dot_v3v3(vn, lv);
01331 
01332     /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
01333     /* this complex construction screams for a nicer implementation! (ton) */
01334     if(R.r.mode & R_SHADOW) {
01335         if(ma->mode & MA_SHADOW) {
01336             if(lar->type==LA_HEMI || lar->type==LA_AREA);
01337             else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
01338                 float thresh= shi->obr->ob->smoothresh;
01339                 if(inp>thresh)
01340                     phongcorr= (inp-thresh)/(inp*(1.0f-thresh));
01341                 else
01342                     phongcorr= 0.0f;
01343             }
01344             else if(ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) {
01345                 if(inp>ma->sbias)
01346                     phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias));
01347                 else
01348                     phongcorr= 0.0f;
01349             }
01350         }
01351     }
01352     
01353     /* diffuse shaders */
01354     if(lar->mode & LA_NO_DIFF) {
01355         is= 0.0f;   // skip shaders
01356     }
01357     else if(lar->type==LA_HEMI) {
01358         is= 0.5f*inp + 0.5f;
01359     }
01360     else {
01361         
01362         if(lar->type==LA_AREA)
01363             inp= area_lamp_energy_multisample(lar, shi->co, vn);
01364         
01365         /* diffuse shaders (oren nayer gets inp from area light) */
01366         if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);
01367         else if(ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
01368         else if(ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness);
01369         else if(ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]);
01370         else is= inp;   // Lambert
01371     }
01372     
01373     /* 'is' is diffuse */
01374     if((ma->shade_flag & MA_CUBIC) && is>0.0f && is<1.0f)
01375         is= 3.0f*is*is - 2.0f*is*is*is; // nicer termination of shades
01376 
01377     i= is*phongcorr;
01378     
01379     if(i>0.0f) {
01380         i*= visifac*shi->refl;
01381     }
01382     i_noshad= i;
01383     
01384     vn= shi->vn;    // bring back original vector, we use special specular shaders for tangent
01385     if(ma->mode & MA_TANGENT_V)
01386         vn= shi->tang;
01387     
01388     /* init transp shadow */
01389     shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
01390     
01391     /* shadow and spec, (visifac==0 outside spot) */
01392     if(visifac> 0.0f) {
01393         
01394         if((R.r.mode & R_SHADOW)) {
01395             if(ma->mode & MA_SHADOW) {
01396                 if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
01397                     
01398                     if(vn==vnor)    /* tangent trigger */
01399                         lamp_get_shadow(lar, shi, dot_v3v3(shi->vn, lv), shadfac, shi->depth);
01400                     else
01401                         lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
01402                         
01403                     /* warning, here it skips the loop */
01404                     if((lar->mode & LA_ONLYSHADOW) && i>0.0f) {
01405                         
01406                         shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
01407                         shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
01408                         shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
01409                         shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
01410                         
01411                         shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
01412                         shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
01413                         shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
01414                         
01415                         return;
01416                     }
01417                     
01418                     i*= shadfac[3];
01419                     shr->shad[3] = shadfac[3]; /* store this for possible check in troublesome cases */
01420                 }
01421             }
01422         }
01423         
01424         /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
01425         if(!(lar->mode & LA_NO_DIFF)) {
01426             if(i>0.0f) {
01427                 if(ma->mode & MA_SHADOW_TRA)
01428                     add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
01429                 else
01430                     add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
01431             }
01432             /* add light for colored shadow */
01433             if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
01434                 add_to_diffuse(shr->shad, shi, is, lashdw[0]*(i_noshad-i)*lacol[0], lashdw[1]*(i_noshad-i)*lacol[1], lashdw[2]*(i_noshad-i)*lacol[2]);
01435             }
01436             if(i_noshad>0.0f) {
01437                 if(passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
01438                     add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
01439                 }
01440                 else
01441                     copy_v3_v3(shr->diff, shr->shad);
01442             }
01443         }
01444         
01445         /* specularity */
01446         shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
01447         
01448         if(shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
01449             
01450             if(!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
01451             else if(lar->type==LA_HEMI) {
01452                 float t;
01453                 /* hemi uses no spec shaders (yet) */
01454                 
01455                 lv[0]+= view[0];
01456                 lv[1]+= view[1];
01457                 lv[2]+= view[2];
01458                 
01459                 normalize_v3(lv);
01460                 
01461                 t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
01462                 
01463                 if(lar->type==LA_HEMI) {
01464                     t= 0.5f*t+0.5f;
01465                 }
01466                 
01467                 t= shadfac[3]*shi->spec*spec(t, shi->har);
01468                 
01469                 shr->spec[0]+= t*(lacol[0] * shi->specr);
01470                 shr->spec[1]+= t*(lacol[1] * shi->specg);
01471                 shr->spec[2]+= t*(lacol[2] * shi->specb);
01472             }
01473             else {
01474                 /* specular shaders */
01475                 float specfac, t;
01476                 
01477                 if(ma->spec_shader==MA_SPEC_PHONG) 
01478                     specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
01479                 else if(ma->spec_shader==MA_SPEC_COOKTORR) 
01480                     specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
01481                 else if(ma->spec_shader==MA_SPEC_BLINN) 
01482                     specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
01483                 else if(ma->spec_shader==MA_SPEC_WARDISO)
01484                     specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
01485                 else 
01486                     specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
01487                 
01488                 /* area lamp correction */
01489                 if(lar->type==LA_AREA) specfac*= inp;
01490                 
01491                 t= shadfac[3]*shi->spec*visifac*specfac;
01492                 
01493                 if(ma->mode & MA_RAMP_SPEC) {
01494                     float spec[3];
01495                     do_specular_ramp(shi, specfac, t, spec);
01496                     shr->spec[0]+= t*(lacol[0] * spec[0]);
01497                     shr->spec[1]+= t*(lacol[1] * spec[1]);
01498                     shr->spec[2]+= t*(lacol[2] * spec[2]);
01499                 }
01500                 else {
01501                     shr->spec[0]+= t*(lacol[0] * shi->specr);
01502                     shr->spec[1]+= t*(lacol[1] * shi->specg);
01503                     shr->spec[2]+= t*(lacol[2] * shi->specb);
01504                 }
01505             }
01506         }
01507     }
01508 }
01509 
01510 static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
01511 {
01512     
01513     if(R.r.mode & R_SHADOW) {
01514         ListBase *lights;
01515         LampRen *lar;
01516         GroupObject *go;
01517         float inpr, lv[3];
01518         float /* *view, */ shadfac[4];
01519         float ir, accum, visifac, lampdist;
01520         float shaded = 0.0f, lightness = 0.0f;
01521         
01522 
01523         /* view= shi->view; */ /* UNUSED */
01524         accum= ir= 0.0f;
01525         
01526         lights= get_lights(shi);
01527         for(go=lights->first; go; go= go->next) {
01528             lar= go->lampren;
01529             if(lar==NULL) continue;
01530             
01531             /* yafray: ignore shading by photonlights, not used in Blender */
01532             if (lar->type==LA_YF_PHOTON) continue;
01533             
01534             if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
01535             if((lar->lay & shi->lay)==0) continue;
01536             
01537             if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
01538                 visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
01539                 ir+= 1.0f;
01540 
01541                 if(visifac <= 0.0f) {
01542                     if (shi->mat->shadowonly_flag == MA_SO_OLD)
01543                         accum+= 1.0f;
01544 
01545                     continue;
01546                 }
01547                 inpr= dot_v3v3(shi->vn, lv);
01548                 if(inpr <= 0.0f) {
01549                     if (shi->mat->shadowonly_flag == MA_SO_OLD)
01550                         accum+= 1.0f;
01551 
01552                     continue;
01553                 }
01554 
01555                 lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth);
01556 
01557                 if (shi->mat->shadowonly_flag == MA_SO_OLD) {
01558                     /* Old "Shadows Only" */
01559                     accum+= (1.0f-visifac) + (visifac)*rgb_to_grayscale(shadfac)*shadfac[3];
01560                 }
01561                 else {
01562                     shaded += rgb_to_grayscale(shadfac)*shadfac[3] * visifac * lar->energy;
01563 
01564                     if (shi->mat->shadowonly_flag == MA_SO_SHADOW) {
01565                         lightness += visifac * lar->energy;
01566                     }
01567                 }
01568             }
01569         }
01570 
01571         /* Apply shadows as alpha */
01572         if(ir>0.0f) {
01573             if (shi->mat->shadowonly_flag == MA_SO_OLD) {
01574                 accum = 1.0f - accum/ir;
01575             }
01576             else {
01577                 if (shi->mat->shadowonly_flag == MA_SO_SHADOW) {
01578                     if (lightness > 0.0f) {
01579                         /* Get shadow value from between 0.0f and non-shadowed lightness */
01580                         accum = (lightness - shaded) / (lightness);
01581                     }
01582                     else {
01583                         accum = 0.0f;
01584                     }
01585                 }
01586                 else { /* shadowonly_flag == MA_SO_SHADED */
01587                     /* Use shaded value */
01588                     accum = 1.0f - shaded;
01589             }}
01590 
01591             shr->alpha= (shi->alpha)*(accum);
01592             if (shr->alpha<0.0f) shr->alpha=0.0f;
01593         }
01594         else {
01595             /* If "fully shaded", use full alpha even on areas that have no lights */
01596             if (shi->mat->shadowonly_flag == MA_SO_SHADED) shr->alpha=shi->alpha;
01597             else shr->alpha= 0.f;
01598         }
01599     }
01600     
01601     /* quite disputable this...  also note it doesn't mirror-raytrace */    
01602     if((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT)) && shi->amb!=0.0f) {
01603         float f;
01604         
01605         if(R.wrld.mode & WO_AMB_OCC) {
01606             f= R.wrld.aoenergy*shi->amb;
01607             
01608             if(R.wrld.aomix==WO_AOADD) {
01609                 if (shi->mat->shadowonly_flag == MA_SO_OLD) {
01610                     f= f*(1.0f - rgb_to_grayscale(shi->ao));
01611                     shr->alpha= (shr->alpha + f)*f;
01612                 }
01613                 else {
01614                     shr->alpha -= f*rgb_to_grayscale(shi->ao);
01615                     if (shr->alpha<0.0f) shr->alpha=0.0f;
01616                 }
01617             }
01618             else /* AO Multiply */
01619                 shr->alpha= (1.0f - f)*shr->alpha + f*(1.0f - (1.0f - shr->alpha)*rgb_to_grayscale(shi->ao));
01620         }
01621 
01622         if(R.wrld.mode & WO_ENV_LIGHT) {
01623             if (shi->mat->shadowonly_flag == MA_SO_OLD) {
01624                 f= R.wrld.ao_env_energy*shi->amb*(1.0f - rgb_to_grayscale(shi->env));
01625                 shr->alpha= (shr->alpha + f)*f;
01626             }
01627             else {
01628                 f= R.wrld.ao_env_energy*shi->amb;
01629                 shr->alpha -= f*rgb_to_grayscale(shi->env);
01630                 if (shr->alpha<0.0f) shr->alpha=0.0f;
01631             }
01632         }
01633     }
01634 }
01635 
01636 /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
01637 static void wrld_exposure_correct(float diff[3])
01638 {
01639     
01640     diff[0]= R.wrld.linfac*(1.0f-expf( diff[0]*R.wrld.logfac) );
01641     diff[1]= R.wrld.linfac*(1.0f-expf( diff[1]*R.wrld.logfac) );
01642     diff[2]= R.wrld.linfac*(1.0f-expf( diff[2]*R.wrld.logfac) );
01643 }
01644 
01645 void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
01646 {
01647     Material *ma= shi->mat;
01648     int passflag= shi->passflag;
01649     
01650     memset(shr, 0, sizeof(ShadeResult));
01651     
01652     if(!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f;
01653     
01654     /* separate loop */
01655     if(ma->mode & MA_ONLYSHADOW) {
01656         shade_lamp_loop_only_shadow(shi, shr);
01657         return;
01658     }
01659     
01660     /* envmap hack, always reset */
01661     shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
01662     
01663     /* material color itself */
01664     if(passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA)) {
01665         if(ma->mode & (MA_FACETEXTURE)) {
01666             shi->r= shi->vcol[0];
01667             shi->g= shi->vcol[1];
01668             shi->b= shi->vcol[2];
01669             if(ma->mode & (MA_FACETEXTURE_ALPHA))
01670                 shi->alpha= shi->vcol[3];
01671         }
01672         else if(ma->mode & (MA_VERTEXCOLP)) {
01673             float neg_alpha = 1.0f - shi->vcol[3];
01674             shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3];
01675             shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3];
01676             shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3];
01677         }
01678         if(ma->texco){
01679             do_material_tex(shi, &R);
01680             if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f;
01681         }
01682         
01683         shr->col[0]= shi->r*shi->alpha;
01684         shr->col[1]= shi->g*shi->alpha;
01685         shr->col[2]= shi->b*shi->alpha;
01686         shr->col[3]= shi->alpha;
01687 
01688         if((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
01689             if(ma->sss_texfac == 0.0f) {
01690                 shi->r= shi->g= shi->b= shi->alpha= 1.0f;
01691                 shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
01692             }
01693             else {
01694                 shi->r= pow(shi->r, ma->sss_texfac);
01695                 shi->g= pow(shi->g, ma->sss_texfac);
01696                 shi->b= pow(shi->b, ma->sss_texfac);
01697                 shi->alpha= pow(shi->alpha, ma->sss_texfac);
01698                 
01699                 shr->col[0]= pow(shr->col[0], ma->sss_texfac);
01700                 shr->col[1]= pow(shr->col[1], ma->sss_texfac);
01701                 shr->col[2]= pow(shr->col[2], ma->sss_texfac);
01702                 shr->col[3]= pow(shr->col[3], ma->sss_texfac);
01703             }
01704         }
01705     }
01706     
01707     if(ma->mode & MA_SHLESS) {
01708         shr->combined[0]= shi->r;
01709         shr->combined[1]= shi->g;
01710         shr->combined[2]= shi->b;
01711         shr->alpha= shi->alpha;
01712         return;
01713     }
01714 
01715     if( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) {    // vertexcolor light
01716         shr->emit[0]= shi->r*(shi->emit+shi->vcol[0]*shi->vcol[3]);
01717         shr->emit[1]= shi->g*(shi->emit+shi->vcol[1]*shi->vcol[3]);
01718         shr->emit[2]= shi->b*(shi->emit+shi->vcol[2]*shi->vcol[3]);
01719     }
01720     else {
01721         shr->emit[0]= shi->r*shi->emit;
01722         shr->emit[1]= shi->g*shi->emit;
01723         shr->emit[2]= shi->b*shi->emit;
01724     }
01725     
01726     /* AO pass */
01727     if(R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) {
01728         if(((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
01729             || (passflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT))) {
01730             if(R.r.mode & R_SHADOW) {
01731                 /* AO was calculated for scanline already */
01732                 if(shi->depth || shi->volume_depth)
01733                     ambient_occlusion(shi);
01734                 copy_v3_v3(shr->ao, shi->ao);
01735                 copy_v3_v3(shr->env, shi->env); // XXX multiply
01736                 copy_v3_v3(shr->indirect, shi->indirect); // XXX multiply
01737             }
01738         }
01739     }
01740     
01741     /* lighting pass */
01742     if(passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) {
01743         GroupObject *go;
01744         ListBase *lights;
01745         LampRen *lar;
01746         
01747         lights= get_lights(shi);
01748         for(go=lights->first; go; go= go->next) {
01749             lar= go->lampren;
01750             if(lar==NULL) continue;
01751             
01752             /* yafray: ignore shading by photonlights, not used in Blender */
01753             if (lar->type==LA_YF_PHOTON) continue;
01754             
01755             /* test for lamp layer */
01756             if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
01757             if((lar->lay & shi->lay)==0) continue;
01758             
01759             /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */
01760             shade_one_light(lar, shi, shr, passflag);
01761         }
01762 
01763         /*this check is to prevent only shadow lamps from producing negative
01764           colors.*/
01765         if (shr->spec[0] < 0) shr->spec[0] = 0;
01766         if (shr->spec[1] < 0) shr->spec[1] = 0;
01767         if (shr->spec[2] < 0) shr->spec[2] = 0;
01768 
01769         if (shr->shad[0] < 0) shr->shad[0] = 0;
01770         if (shr->shad[1] < 0) shr->shad[1] = 0;
01771         if (shr->shad[2] < 0) shr->shad[2] = 0;
01772                         
01773         if(ma->sss_flag & MA_DIFF_SSS) {
01774             float sss[3], col[3], invalpha, texfac= ma->sss_texfac;
01775 
01776             /* this will return false in the preprocess stage */
01777             if(sample_sss(&R, ma, shi->co, sss)) {
01778                 invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
01779 
01780                 if(texfac==0.0f) {
01781                     copy_v3_v3(col, shr->col);
01782                     mul_v3_fl(col, invalpha);
01783                 }
01784                 else if(texfac==1.0f) {
01785                     col[0]= col[1]= col[2]= 1.0f;
01786                     mul_v3_fl(col, invalpha);
01787                 }
01788                 else {
01789                     copy_v3_v3(col, shr->col);
01790                     mul_v3_fl(col, invalpha);
01791                     col[0]= pow(col[0], 1.0f-texfac);
01792                     col[1]= pow(col[1], 1.0f-texfac);
01793                     col[2]= pow(col[2], 1.0f-texfac);
01794                 }
01795 
01796                 shr->diff[0]= sss[0]*col[0];
01797                 shr->diff[1]= sss[1]*col[1];
01798                 shr->diff[2]= sss[2]*col[2];
01799 
01800                 if(shi->combinedflag & SCE_PASS_SHADOW) {
01801                     shr->shad[0]= shr->diff[0];
01802                     shr->shad[1]= shr->diff[1];
01803                     shr->shad[2]= shr->diff[2];
01804                 }
01805             }
01806         }
01807         
01808         if(shi->combinedflag & SCE_PASS_SHADOW) 
01809             copy_v3_v3(shr->combined, shr->shad);   /* note, no ';' ! */
01810         else
01811             copy_v3_v3(shr->combined, shr->diff);
01812             
01813         /* calculate shadow pass, we use a multiplication mask */
01814         /* if diff = 0,0,0 it doesn't matter what the shadow pass is, so leave it as is */
01815         if(passflag & SCE_PASS_SHADOW && !(shr->diff[0]==0.0f && shr->diff[1]==0.0f && shr->diff[2]==0.0f)) {
01816             if(shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0];
01817             /* can't determine proper shadow from shad/diff (0/0), so use shadow intensity */
01818             else if(shr->shad[0]==0.0f) shr->shad[0]= shr->shad[3];
01819 
01820             if(shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1];
01821             else if(shr->shad[1]==0.0f) shr->shad[1]= shr->shad[3];
01822 
01823             if(shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2];
01824             else if(shr->shad[2]==0.0f) shr->shad[2]= shr->shad[3];
01825         }
01826         
01827         /* exposure correction */
01828         if((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) {
01829             wrld_exposure_correct(shr->combined);   /* has no spec! */
01830             wrld_exposure_correct(shr->spec);
01831         }
01832     }
01833     
01834     /* alpha in end, spec can influence it */
01835     if(passflag & (SCE_PASS_COMBINED)) {
01836         if((ma->fresnel_tra!=0.0f) && (shi->mode & MA_TRANSP))
01837             shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
01838             
01839         /* note: shi->mode! */
01840         if(shi->mode & MA_TRANSP && (shi->mode & (MA_ZTRANSP|MA_RAYTRANSP))) {
01841             if(shi->spectra!=0.0f) {
01842                 float t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
01843                 t *= shi->spectra;
01844                 if(t>1.0f) t= 1.0f;
01845                 shi->alpha= (1.0f-t)*shi->alpha+t;
01846             }
01847         }
01848     }
01849     shr->alpha= shi->alpha;
01850     
01851     /* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
01852     if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
01853         if(R.r.mode & R_SHADOW) {
01854             /* add AO in combined? */
01855             if(R.wrld.mode & WO_AMB_OCC)
01856                 if(shi->combinedflag & SCE_PASS_AO)
01857                     ambient_occlusion_apply(shi, shr);
01858 
01859             if(R.wrld.mode & WO_ENV_LIGHT)
01860                 if(shi->combinedflag & SCE_PASS_ENVIRONMENT)
01861                     environment_lighting_apply(shi, shr);
01862 
01863             if(R.wrld.mode & WO_INDIRECT_LIGHT)
01864                 if(shi->combinedflag & SCE_PASS_INDIRECT)
01865                     indirect_lighting_apply(shi, shr);
01866         }
01867         
01868         shr->combined[0]+= shi->ambr;
01869         shr->combined[1]+= shi->ambg;
01870         shr->combined[2]+= shi->ambb;
01871         
01872         if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi);
01873     }
01874 
01875     if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shi);
01876     
01877     /* refcol is for envmap only */
01878     if(shi->refcol[0]!=0.0f) {
01879         float result[3];
01880         
01881         result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0];
01882         result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1];
01883         result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
01884         
01885         if(passflag & SCE_PASS_REFLECT)
01886             sub_v3_v3v3(shr->refl, result, shr->combined);
01887         
01888         if(shi->combinedflag & SCE_PASS_REFLECT)
01889             copy_v3_v3(shr->combined, result);
01890             
01891     }
01892     
01893     /* and add emit and spec */
01894     if(shi->combinedflag & SCE_PASS_EMIT)
01895         add_v3_v3(shr->combined, shr->emit);
01896     if(shi->combinedflag & SCE_PASS_SPEC)
01897         add_v3_v3(shr->combined, shr->spec);
01898     
01899     /* modulate by the object color */
01900     if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
01901         if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
01902             float obcol[4];
01903 
01904             copy_v4_v4(obcol, shi->obr->ob->col);
01905             CLAMP(obcol[3], 0.0f, 1.0f);
01906 
01907             shr->combined[0] *= obcol[0];
01908             shr->combined[1] *= obcol[1];
01909             shr->combined[2] *= obcol[2];
01910             if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3];
01911         }
01912     }
01913 
01914     shr->combined[3]= shr->alpha;
01915 }
01916