diff options
author | Janne Karhu <jhkarh@gmail.com> | 2010-10-19 20:10:30 +0400 |
---|---|---|
committer | Janne Karhu <jhkarh@gmail.com> | 2010-10-19 20:10:30 +0400 |
commit | 94aa87dd62eb147c9d68627c020856cd46dc9cf2 (patch) | |
tree | 6262bfa162c596ee1d695eb74515235143df3ed8 /source/blender/render | |
parent | 0a12a9bc7dd38979410156187472f25e5164e1f0 (diff) |
Fix for [#24293] Shadow pass is wrong
* The problem is that shadow pass is derived from the diffuse pass as
shad = shad'/diff, where shad' = shad*diff. In cases where diff is
0 and the division can't be done shad is left as shad' (=0).
* This all works just fine until the diffuse color is 0 on just one
channel (no red in material color for example). In this case the shadow
pass is left as 0 too regardless of the existence of an actual shadow,
so the end result is a colored shadow!
* The only real solution is to use the original shadow intensity to
determine if there actually is a shadow or not. This is now stored in
shr->shad[3] from the lamp shadow calculation.
Note: The best solution would probably be to calculate the shadow pass on
it's own and not to derive it from the diffuse pass, but I didn't dare to
start messing up the shading code totally.
Diffstat (limited to 'source/blender/render')
-rw-r--r-- | source/blender/render/extern/include/RE_shader_ext.h | 2 | ||||
-rw-r--r-- | source/blender/render/intern/source/shadeoutput.c | 10 |
2 files changed, 10 insertions, 2 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h index 6cab4a7ce03..71ce269fce6 100644 --- a/source/blender/render/extern/include/RE_shader_ext.h +++ b/source/blender/render/extern/include/RE_shader_ext.h @@ -52,7 +52,7 @@ typedef struct ShadeResult float emit[3]; float diff[3]; /* no ramps, shadow, etc */ float spec[3]; - float shad[3]; + float shad[4]; /* shad[3] is shadow intensity */ float ao[3]; float env[3]; float indirect[3]; diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c index 4142522e003..bced6dc7544 100644 --- a/source/blender/render/intern/source/shadeoutput.c +++ b/source/blender/render/intern/source/shadeoutput.c @@ -1396,6 +1396,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int } i*= shadfac[3]; + shr->shad[3] = shadfac[3]; /* store this for possible check in troublesome cases */ } } } @@ -1730,10 +1731,17 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr) VECCOPY(shr->combined, shr->diff); /* calculate shadow pass, we use a multiplication mask */ - if(passflag & SCE_PASS_SHADOW) { + /* if diff = 0,0,0 it doesn't matter what the shadow pass is, so leave it as is */ + if(passflag & SCE_PASS_SHADOW && !(shr->diff[0]==0.0f && shr->diff[1]==0.0f && shr->diff[2]==0.0f)) { if(shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0]; + /* can't determine proper shadow from shad/diff (0/0), so use shadow intensity */ + else if(shr->shad[0]==0.0f) shr->shad[0]= shr->shad[3]; + if(shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1]; + else if(shr->shad[1]==0.0f) shr->shad[1]= shr->shad[3]; + if(shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2]; + else if(shr->shad[2]==0.0f) shr->shad[2]= shr->shad[3]; } /* exposure correction */ |