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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 00:08:19 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 00:08:19 +0400
commitc8b4cf92067ffeb625aa39003baf5d8f7c3f0025 (patch)
treec6c50dbc3d90a65fca6c1ca56a93e4a57cf7e154 /source/blender/render
parente93db433a086a3e739c0f4026cd500f0b595b0f1 (diff)
parentd76a6f5231c015c35123d22e1f5c3ffcdfbf9bbd (diff)
2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h1
-rw-r--r--source/blender/render/intern/source/convertblender.c2
-rw-r--r--source/blender/render/intern/source/occlusion.c2
-rw-r--r--source/blender/render/intern/source/pipeline.c49
-rw-r--r--source/blender/render/intern/source/rayshade.c35
-rw-r--r--source/blender/render/intern/source/rendercore.c8
-rw-r--r--source/blender/render/intern/source/shadeoutput.c5
-rw-r--r--source/blender/render/intern/source/texture.c4
8 files changed, 79 insertions, 27 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 2cee2673a26..0ad48fe97a9 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -171,6 +171,7 @@ typedef struct ShadeInput
/* from initialize, part or renderlayer */
short do_preview; /* for nodes, in previewrender */
short thread, sample; /* sample: ShadeSample array index */
+ short nodes; /* indicate node shading, temp hack to prevent recursion */
unsigned int lay;
int layflag, passflag, combinedflag;
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 996bf2c3b19..199ff5dbb43 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -1760,7 +1760,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
if(parent->num < psmd->dm->getNumFaces(psmd->dm))
num = parent->num;
- get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd);
+ get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd);
}
dosimplify = psys_render_simplify_params(psys, cpa, simplify);
diff --git a/source/blender/render/intern/source/occlusion.c b/source/blender/render/intern/source/occlusion.c
index c75de189b10..1cbf2523156 100644
--- a/source/blender/render/intern/source/occlusion.c
+++ b/source/blender/render/intern/source/occlusion.c
@@ -1633,7 +1633,7 @@ void sample_occ(Render *re, ShadeInput *shi)
sample_occ_surface(shi);
}
/* try to get result from the cache if possible */
- else if(!sample_occ_cache(tree, shi->co, shi->vno, shi->xs, shi->ys, shi->thread, shi->ao)) {
+ else if(shi->depth!=0 || !sample_occ_cache(tree, shi->co, shi->vno, shi->xs, shi->ys, shi->thread, shi->ao)) {
/* no luck, let's sample the occlusion */
exclude.obi= shi->obi - re->objectinstance;
exclude.facenr= shi->vlr->index;
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index e464cbd1f43..07560edb76b 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -1667,6 +1667,42 @@ static void do_render_3d(Render *re)
RE_Database_Free(re);
}
+/* called by blur loop, accumulate RGBA key alpha */
+static void addblur_rect_key(RenderResult *rr, float *rectf, float *rectf1, float blurfac)
+{
+ float mfac= 1.0f - blurfac;
+ int a, b, stride= 4*rr->rectx;
+ int len= stride*sizeof(float);
+
+ for(a=0; a<rr->recty; a++) {
+ if(blurfac==1.0f) {
+ memcpy(rectf, rectf1, len);
+ }
+ else {
+ float *rf= rectf, *rf1= rectf1;
+
+ for( b= rr->rectx; b>0; b--, rf+=4, rf1+=4) {
+ if(rf1[3]<0.01f)
+ rf[3]= mfac*rf[3];
+ else if(rf[3]<0.01f) {
+ rf[0]= rf1[0];
+ rf[1]= rf1[1];
+ rf[2]= rf1[2];
+ rf[3]= blurfac*rf1[3];
+ }
+ else {
+ rf[0]= mfac*rf[0] + blurfac*rf1[0];
+ rf[1]= mfac*rf[1] + blurfac*rf1[1];
+ rf[2]= mfac*rf[2] + blurfac*rf1[2];
+ rf[3]= mfac*rf[3] + blurfac*rf1[3];
+ }
+ }
+ }
+ rectf+= stride;
+ rectf1+= stride;
+ }
+}
+
/* called by blur loop, accumulate renderlayers */
static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float blurfac, int channels)
{
@@ -1690,8 +1726,9 @@ static void addblur_rect(RenderResult *rr, float *rectf, float *rectf1, float bl
}
}
+
/* called by blur loop, accumulate renderlayers */
-static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac)
+static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float blurfac, int key_alpha)
{
RenderLayer *rl, *rl1;
RenderPass *rpass, *rpass1;
@@ -1700,8 +1737,12 @@ static void merge_renderresult_blur(RenderResult *rr, RenderResult *brr, float b
for(rl= rr->layers.first; rl && rl1; rl= rl->next, rl1= rl1->next) {
/* combined */
- if(rl->rectf && rl1->rectf)
- addblur_rect(rr, rl->rectf, rl1->rectf, blurfac, 4);
+ if(rl->rectf && rl1->rectf) {
+ if(key_alpha)
+ addblur_rect_key(rr, rl->rectf, rl1->rectf, blurfac);
+ else
+ addblur_rect(rr, rl->rectf, rl1->rectf, blurfac, 4);
+ }
/* passes are allocated in sync */
rpass1= rl1->passes.first;
@@ -1731,7 +1772,7 @@ static void do_render_blur_3d(Render *re)
blurfac= 1.0f/(float)(re->r.osa-blur);
- merge_renderresult_blur(rres, re->result, blurfac);
+ merge_renderresult_blur(rres, re->result, blurfac, re->r.alphamode & R_ALPHAKEY);
if(re->test_break(re->tbh)) break;
}
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index e89cf20e4b1..33b58cf9751 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -262,13 +262,15 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shade_input_set_shade_texco(shi);
- if(is->mode==RE_RAY_SHADOW_TRA)
- if(shi->mat->nodetree && shi->mat->use_nodes) {
+ if(is->mode==RE_RAY_SHADOW_TRA) {
+ /* temp hack to prevent recursion */
+ if(shi->nodes==0 && shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
}
else
shade_color(shi, shr);
+ }
else {
if(shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
@@ -1273,7 +1275,7 @@ static void addAlphaLight(float *shadfac, float *col, float alpha, float filter)
shadfac[3]= (1.0f-alpha)*shadfac[3];
}
-static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
+static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int traflag)
{
/* ray to lamp, find first face that intersects, check alpha properties,
if it has col[3]>0.0f continue. so exit when alpha is full */
@@ -1290,16 +1292,15 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
/* end warning! - Campbell */
shi.depth= 1; /* only used to indicate tracing */
- shi.mask= 1;
-
- /*shi.osatex= 0;
- shi.thread= shi.sample= 0;
- shi.lay= 0;
- shi.passflag= 0;
- shi.combinedflag= 0;
- shi.do_preview= 0;
- shi.light_override= NULL;
- shi.mat_override= NULL;*/
+ shi.mask= origshi->mask;
+ shi.thread= origshi->thread;
+ shi.passflag= SCE_PASS_COMBINED;
+ shi.combinedflag= 0xFFFFFF; /* ray trace does all options */
+
+ shi.xs= origshi->xs;
+ shi.ys= origshi->ys;
+ shi.lay= origshi->lay;
+ shi.nodes= origshi->nodes;
shade_ray(is, &shi, &shr);
if (traflag & RAY_TRA)
@@ -1315,7 +1316,7 @@ static void ray_trace_shadow_tra(Isect *is, int depth, int traflag)
is->oborig= RAY_OBJECT_SET(&R, shi.obi);
is->faceorig= (RayFace*)shi.vlr;
- ray_trace_shadow_tra(is, depth-1, traflag | RAY_TRA);
+ ray_trace_shadow_tra(is, origshi, depth-1, traflag | RAY_TRA);
}
}
}
@@ -1943,7 +1944,7 @@ static void ray_shadow_qmc(ShadeInput *shi, LampRen *lar, float *lampco, float *
isec->col[0]= isec->col[1]= isec->col[2]= 1.0f;
isec->col[3]= 1.0f;
- ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0);
+ ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0);
shadfac[0] += isec->col[0];
shadfac[1] += isec->col[1];
shadfac[2] += isec->col[2];
@@ -2041,7 +2042,7 @@ static void ray_shadow_jitter(ShadeInput *shi, LampRen *lar, float *lampco, floa
isec->col[0]= isec->col[1]= isec->col[2]= 1.0f;
isec->col[3]= 1.0f;
- ray_trace_shadow_tra(isec, DEPTH_SHADOW_TRA, 0);
+ ray_trace_shadow_tra(isec, shi, DEPTH_SHADOW_TRA, 0);
shadfac[0] += isec->col[0];
shadfac[1] += isec->col[1];
shadfac[2] += isec->col[2];
@@ -2122,7 +2123,7 @@ void ray_shadow(ShadeInput *shi, LampRen *lar, float *shadfac)
isec.col[0]= isec.col[1]= isec.col[2]= 1.0f;
isec.col[3]= 1.0f;
- ray_trace_shadow_tra(&isec, DEPTH_SHADOW_TRA, 0);
+ ray_trace_shadow_tra(&isec, shi, DEPTH_SHADOW_TRA, 0);
QUATCOPY(shadfac, isec.col);
}
else if(RE_ray_tree_intersect(R.raytree, &isec)) shadfac[3]= 0.0f;
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index 27dd43a4ef9..165cb88de71 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -2542,8 +2542,12 @@ static void shade_tface(BakeShade *bs)
/* get pixel level vertex coordinates */
for(a=0; a<4; a++) {
- vec[a][0]= tface->uv[a][0]*(float)bs->rectx - 0.5f;
- vec[a][1]= tface->uv[a][1]*(float)bs->recty - 0.5f;
+ /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests
+ * where a pixel gets inbetween 2 faces or the middle of a quad,
+ * camera aligned quads also have this problem but they are less common.
+ * Add a small offset to the UVs, fixes bug #18685 - Campbell */
+ vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001);
+ vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002);
}
/* UV indices have to be corrected for possible quad->tria splits */
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 4c627056c1d..130cda9f107 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -1005,6 +1005,7 @@ static void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
}
/* pure AO, check for raytrace and world should have been done */
+/* preprocess, textures were not done, don't use shi->amb for that reason */
void ambient_occlusion(ShadeInput *shi)
{
if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
@@ -1020,8 +1021,8 @@ void ambient_occlusion(ShadeInput *shi)
void ambient_occlusion_to_diffuse(ShadeInput *shi, float *diff)
{
if((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX) {
- if(shi->mat->amb!=0.0f) {
- float f= R.wrld.aoenergy*shi->mat->amb;
+ if(shi->amb!=0.0f) {
+ float f= R.wrld.aoenergy*shi->amb;
if (R.wrld.aomix==WO_AOADDSUB) {
diff[0] = 2.0f*shi->ao[0]-1.0f;
diff --git a/source/blender/render/intern/source/texture.c b/source/blender/render/intern/source/texture.c
index afe732d885b..16f876fdd38 100644
--- a/source/blender/render/intern/source/texture.c
+++ b/source/blender/render/intern/source/texture.c
@@ -2029,6 +2029,10 @@ void do_material_tex(ShadeInput *shi)
shi->amb= texture_value_blend(mtex->def_var, shi->amb, texres.tin, varfac, mtex->blendtype, flip);
if(shi->amb<0.0) shi->amb= 0.0;
else if(shi->amb>1.0) shi->amb= 1.0;
+
+ shi->ambr= shi->amb*R.wrld.ambr;
+ shi->ambg= shi->amb*R.wrld.ambg;
+ shi->ambb= shi->amb*R.wrld.ambb;
}
}
}