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authorJanne Karhu <jhkarh@gmail.com>2010-10-19 20:10:30 +0400
committerJanne Karhu <jhkarh@gmail.com>2010-10-19 20:10:30 +0400
commit94aa87dd62eb147c9d68627c020856cd46dc9cf2 (patch)
tree6262bfa162c596ee1d695eb74515235143df3ed8 /source
parent0a12a9bc7dd38979410156187472f25e5164e1f0 (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')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
-rw-r--r--source/blender/render/intern/source/shadeoutput.c10
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 */