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Diffstat (limited to 'source/blender/render/intern/source/pixelshading.c')
-rw-r--r--source/blender/render/intern/source/pixelshading.c1917
1 files changed, 1917 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
new file mode 100644
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--- /dev/null
+++ b/source/blender/render/intern/source/pixelshading.c
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+/**
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ * Shading of pixels
+ *
+ * 11-09-2000 nzc
+ *
+ * $Id$
+ *
+ * Shading hierarchy:
+ *
+ * (externally visible)
+ *
+ * renderPixel----------
+ * | renderHaloPixel-- shadeHaloFloat
+ * |
+ * | renderFacePixel-- shadeLampLusFloat
+ * | shadeSpotHaloPixelFloat-- spotHaloFloat
+ *
+ *
+ * renderSpotHaloPixel--(should call shadeSpotHaloPixelFloat, but there's numerical)
+ * ( issues there... need to iron that out still )
+ */
+
+#include <math.h>
+#include "BLI_arithb.h"
+
+/* External modules: */
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+#include "MTC_matrixops.h"
+#include "MTC_vectorops.h"
+
+#include "DNA_camera_types.h"
+#include "DNA_object_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_image_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_lamp_types.h"
+
+#include "BKE_global.h"
+#include "BKE_texture.h"
+#include "BKE_utildefines.h"
+
+#include "render.h"
+#include "render_intern.h"
+
+#include "vanillaRenderPipe_types.h"
+#include "pixelblending.h"
+#include "zbuf.h"
+#include "rendercore.h" /* for some shading functions... */
+#include "zbufferdatastruct.h"
+
+#include "shadbuf.h"
+#include "shadowBuffer.h"
+
+#include "renderHelp.h"
+
+#include "gammaCorrectionTables.h"
+#include "errorHandler.h"
+#include "pixelshading.h"
+
+/* ------------------------------------------------------------------------- */
+/* maybe declare local functions here? */
+/* ------------------------------------------------------------------------- */
+
+/* The collector is the communication channel with the render pipe. */
+extern RE_COLBUFTYPE collector[4]; /* used throughout as pixel colour accu */
+/* shortcol was the old collector */
+extern float holoofs, fmask[256];
+extern float Zmulx, Zmuly; /* Some kind of scale? */
+
+unsigned int calcHaloZ(HaloRen *har, unsigned int zz);
+
+/* ------------------------------------------------------------------------- */
+/* if defined: do full error tracing and reporting here */
+/* #define RE_PIXSHADE_FULL_SAFETY */
+/* if defined: use fake (dummy) colours for filling pixels (all is purple) */
+/* #define RE_FAKE_PIXELS */
+/* if defined: use fake (dummy) colours for filling faces (all blue) */
+/* #define RE_FAKE_FACE_PIXELS */
+/* if defined: use fake (dummy) colours for filling halos (all red) */
+/* #define RE_FAKE_HALO_PIXELS */
+/* #define RE_FAKE_HALO_PIXELS_2 */
+/* if defined: use fake (dummy) colours for filling spothalos (green) */
+/* #define RE_FAKE_SPOTHALO_PIXELS */
+/* if defined: use fake (dummy) colours for shading lighting */
+/* #define RE_FAKE_LAMP_SHADE */
+/* if defined: fake colours for sky pixels */
+/* #define RE_FAKE_SKY_PIXELS */
+
+/* ------------------------------------------------------------------------- */
+
+unsigned int calcHaloZ(HaloRen *har, unsigned int zz)
+{
+
+ if(har->type & HA_ONLYSKY) {
+ if(zz!=0x7FFFFFFF) zz= 0;
+ }
+ else {
+ zz= (zz>>8);
+ if(zz<0x800000) zz= (zz+0x7FFFFF);
+ else zz= (zz-0x800000);
+ }
+ return zz;
+}
+
+/* ------------------------------------------------------------------------- */
+
+void *renderPixel(float x, float y, int *obdata)
+{
+ void* data = NULL;
+#ifdef RE_PIXSHADE_FULL_SAFETY
+ char fname[] = "renderPixel";
+#endif
+#ifdef RE_FAKE_PIXELS
+ collector[0] = RE_UNITY_COLOUR_FLOAT;
+ collector[1] = 0;
+ collector[2] = RE_UNITY_COLOUR_FLOAT;
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+ return NULL;
+#endif
+
+ if (obdata[3] & RE_POLY) {
+ /* face pixels aren't rendered in floats yet, so we wrap it here */
+ data = renderFacePixel(x, y, obdata[1]);
+ }
+ else if (obdata[3] & RE_HALO) {
+ data = renderHaloPixel(x, y, obdata[1]);
+ }
+ else if( obdata[1] == 0 ) {
+ /* for lamphalo, but doesn't seem to be called? Actually it is, and */
+ /* it returns NULL pointers. */
+ data = renderFacePixel(x, y, obdata[1]);
+ }
+#ifdef RE_PIXSHADE_FULL_SAFETY
+ else RE_error(RE_BAD_FACE_TYPE, fname);
+#endif /* RE_PIXSHADE_FULL_SAFETY */
+ return data;
+
+} /* end of void renderPixel(float x, float y, int *obdata) */
+
+/* ------------------------------------------------------------------------- */
+
+void *renderFacePixel(float x, float y, int vlaknr)
+/* Result goes into <collector> */
+{
+#ifdef RE_PIXSHADE_FULL_SAFETY
+ char fname[]= "renderFacePixelFloat";
+#endif
+ static VlakRen *vlr; /* static, because we don't want to recalculate vlr */
+ /* when we already know it */
+ static VertRen *v1, *v2, *v3;
+ static float t00, t01, t10, t11, dvlak, n1[3], n2[3], n3[3];
+ static float s00, s01, s10, s11;
+ float *o1, *o2, *o3;
+ float u, v, l, dl, hox, hoy, detsh, fac, deler, alpha;
+ char *cp1, *cp2, *cp3;
+
+/* RE_error(RE_TRACE_COUNTER, fname); */
+
+#ifdef RE_FAKE_FACE_PIXELS
+ collector[0] = 0;
+ collector[1] = 0;
+ collector[2] = RE_UNITY_COLOUR_FLOAT;
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+ /* try to keep the rest as clean as possible... */
+ if( ((vlaknr & 0x7FFFFF) <= R.totvlak)
+ && ! ((R.vlaknr== -1)||(vlaknr<=0)) ) {
+ /* a bit superfluous to do this always, but */
+ /* when this is switched on, it doesn't matter */
+ vlr= RE_findOrAddVlak( (vlaknr-1) & 0x7FFFFF);
+ } else vlr = NULL;
+ return vlr;
+#endif
+
+ if(R.vlaknr== -1) { /* doet initrender */
+ /* also set in the pixelrender loop */
+ vlr= R.vlr= 0;
+ }
+
+ if(vlaknr<=0) { /* sky */
+ R.vlaknr= 0;
+ collector[3] = 0.0;
+ }
+ else if( (vlaknr & 0x7FFFFF) <= R.totvlak) {
+
+ /* What follows now is a large bunch of texture coordinate mappings. */
+ /* When this face is the same as the previous one, that means all */
+ /* the coordinate remapping does not need to be recomputed. */
+ if(vlaknr!=R.vlaknr) {
+
+ vlr= RE_findOrAddVlak( (vlaknr-1) & 0x7FFFFF);
+
+ R.mat= vlr->mat;
+ R.matren= R.mat->ren;
+
+ if(R.matren==0) { /* tijdelijk voor debug */
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+ collector[2] = 0.0;
+ collector[1] = RE_UNITY_COLOUR_FLOAT;
+ collector[0] = RE_UNITY_COLOUR_FLOAT;
+ return NULL;
+ }
+
+ R.vlr= vlr;
+
+ R.vno= vlr->n;
+ R.osatex= (R.matren->texco & TEXCO_OSA);
+ R.vlaknr= vlaknr;
+
+ v1= vlr->v1;
+ dvlak= MTC_dot3Float(v1->co, vlr->n);
+
+ if( (vlr->flag & R_SMOOTH) || (R.matren->texco & NEED_UV)) { /* uv nodig */
+ if(vlaknr & 0x800000) {
+ v2= vlr->v3;
+ v3= vlr->v4;
+ }
+ else {
+ v2= vlr->v2;
+ v3= vlr->v3;
+ }
+
+ if(vlr->snproj==0) {
+ t00= v3->co[0]-v1->co[0]; t01= v3->co[1]-v1->co[1];
+ t10= v3->co[0]-v2->co[0]; t11= v3->co[1]-v2->co[1];
+ }
+ else if(vlr->snproj==1) {
+ t00= v3->co[0]-v1->co[0]; t01= v3->co[2]-v1->co[2];
+ t10= v3->co[0]-v2->co[0]; t11= v3->co[2]-v2->co[2];
+ }
+ else {
+ t00= v3->co[1]-v1->co[1]; t01= v3->co[2]-v1->co[2];
+ t10= v3->co[1]-v2->co[1]; t11= v3->co[2]-v2->co[2];
+ }
+
+ detsh= t00*t11-t10*t01;
+ t00/= detsh; t01/=detsh;
+ t10/=detsh; t11/=detsh;
+
+ if(vlr->flag & R_SMOOTH) { /* puno's goedzetten */
+ if(vlr->puno & ME_FLIPV1) MTC_cp3FloatInv(v1->n, n1);
+ else MTC_cp3Float(v1->n, n1);
+
+ if(vlaknr & 0x800000) {
+ if(vlr->puno & ME_FLIPV3) MTC_cp3FloatInv(v2->n, n2);
+ else MTC_cp3Float(v2->n, n2);
+
+ if(vlr->puno & ME_FLIPV4) MTC_cp3FloatInv(v3->n, n3);
+ else MTC_cp3Float(v3->n, n3);
+ }
+ else {
+ if(vlr->puno & ME_FLIPV2) MTC_cp3FloatInv(v2->n, n2);
+ else MTC_cp3Float(v2->n, n2);
+
+ if(vlr->puno & ME_FLIPV3) MTC_cp3FloatInv(v3->n, n3);
+ else MTC_cp3Float(v3->n, n3);
+ }
+ }
+ if(R.matren->texco & TEXCO_STICKY) {
+ s00= v3->ho[0]/v3->ho[3] - v1->ho[0]/v1->ho[3];
+ s01= v3->ho[1]/v3->ho[3] - v1->ho[1]/v1->ho[3];
+ s10= v3->ho[0]/v3->ho[3] - v2->ho[0]/v2->ho[3];
+ s11= v3->ho[1]/v3->ho[3] - v2->ho[1]/v2->ho[3];
+
+ detsh= s00*s11-s10*s01;
+ s00/= detsh; s01/=detsh;
+ s10/=detsh; s11/=detsh;
+ }
+ }
+ } /* end of if vlaknr*/
+
+ /* This trafo might be migrated to a separate function. It is used */
+ /* quite often. */
+ /* COXYZ nieuwe methode */
+ if( (G.special1 & G_HOLO)
+ && (((Camera *)G.scene->camera->data)->flag & CAM_HOLO2) ) {
+ R.view[0]= (x+(R.xstart)+1.0+holoofs);
+ }
+ else {
+ R.view[0]= (x+(R.xstart)+1.0);
+ }
+
+ if(R.flag & R_SEC_FIELD) {
+ if(R.r.mode & R_ODDFIELD) R.view[1]= (y+R.ystart+0.5)*R.ycor;
+ else R.view[1]= (y+R.ystart+1.5)*R.ycor;
+ }
+ else R.view[1]= (y+R.ystart+1.0)*R.ycor;
+
+ R.view[2]= -R.viewfac;
+
+ if(R.r.mode & R_PANORAMA) {
+ float panoco, panosi;
+ panoco = getPanovCo();
+ panosi = getPanovSi();
+ u= R.view[0]; v= R.view[2];
+
+ R.view[0]= panoco*u + panosi*v;
+ R.view[2]= -panosi*u + panoco*v;
+ }
+
+ deler= vlr->n[0]*R.view[0] + vlr->n[1]*R.view[1] + vlr->n[2]*R.view[2];
+ if (deler!=0.0) fac= R.zcor= dvlak/deler;
+ else fac= R.zcor= 0.0;
+
+ R.co[0]= fac*R.view[0];
+ R.co[1]= fac*R.view[1];
+ R.co[2]= fac*R.view[2];
+
+ if(R.osatex || (R.r.mode & R_SHADOW) ) {
+ u= dvlak/(deler-vlr->n[0]);
+ v= dvlak/(deler- R.ycor*vlr->n[1]);
+
+ O.dxco[0]= R.co[0]- (R.view[0]-1.0)*u;
+ O.dxco[1]= R.co[1]- (R.view[1])*u;
+ O.dxco[2]= R.co[2]- (R.view[2])*u;
+
+ O.dyco[0]= R.co[0]- (R.view[0])*v;
+ O.dyco[1]= R.co[1]- (R.view[1]-1.0*R.ycor)*v;
+ O.dyco[2]= R.co[2]- (R.view[2])*v;
+
+ }
+
+ fac= Normalise(R.view);
+ R.zcor*= fac; /* voor mist */
+
+ if(R.osatex) {
+ if( (R.matren->texco & TEXCO_REFL) ) {
+ O.dxview= 1.0/fac;
+ O.dyview= R.ycor/fac;
+ }
+ }
+
+ /* UV en TEX*/
+ if( (vlr->flag & R_SMOOTH) || (R.matren->texco & NEED_UV)) {
+ if(vlr->snproj==0) {
+ u= (R.co[0]-v3->co[0])*t11-(R.co[1]-v3->co[1])*t10;
+ v= (R.co[1]-v3->co[1])*t00-(R.co[0]-v3->co[0])*t01;
+ if(R.osatex) {
+ O.dxuv[0]= O.dxco[0]*t11- O.dxco[1]*t10;
+ O.dxuv[1]= O.dxco[1]*t00- O.dxco[0]*t01;
+ O.dyuv[0]= O.dyco[0]*t11- O.dyco[1]*t10;
+ O.dyuv[1]= O.dyco[1]*t00- O.dyco[0]*t01;
+ }
+ }
+ else if(vlr->snproj==1) {
+ u= (R.co[0]-v3->co[0])*t11-(R.co[2]-v3->co[2])*t10;
+ v= (R.co[2]-v3->co[2])*t00-(R.co[0]-v3->co[0])*t01;
+ if(R.osatex) {
+ O.dxuv[0]= O.dxco[0]*t11- O.dxco[2]*t10;
+ O.dxuv[1]= O.dxco[2]*t00- O.dxco[0]*t01;
+ O.dyuv[0]= O.dyco[0]*t11- O.dyco[2]*t10;
+ O.dyuv[1]= O.dyco[2]*t00- O.dyco[0]*t01;
+ }
+ }
+ else {
+ u= (R.co[1]-v3->co[1])*t11-(R.co[2]-v3->co[2])*t10;
+ v= (R.co[2]-v3->co[2])*t00-(R.co[1]-v3->co[1])*t01;
+ if(R.osatex) {
+ O.dxuv[0]= O.dxco[1]*t11- O.dxco[2]*t10;
+ O.dxuv[1]= O.dxco[2]*t00- O.dxco[1]*t01;
+ O.dyuv[0]= O.dyco[1]*t11- O.dyco[2]*t10;
+ O.dyuv[1]= O.dyco[2]*t00- O.dyco[1]*t01;
+ }
+ }
+ l= 1.0+u+v;
+
+ if(vlr->flag & R_SMOOTH) {
+ R.vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
+ R.vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
+ R.vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
+
+ Normalise(R.vn);
+ if(R.osatex && (R.matren->texco & (TEXCO_NORM+TEXCO_REFL)) ) {
+ dl= O.dxuv[0]+O.dxuv[1];
+ O.dxno[0]= dl*n3[0]-O.dxuv[0]*n1[0]-O.dxuv[1]*n2[0];
+ O.dxno[1]= dl*n3[1]-O.dxuv[0]*n1[1]-O.dxuv[1]*n2[1];
+ O.dxno[2]= dl*n3[2]-O.dxuv[0]*n1[2]-O.dxuv[1]*n2[2];
+ dl= O.dyuv[0]+O.dyuv[1];
+ O.dyno[0]= dl*n3[0]-O.dyuv[0]*n1[0]-O.dyuv[1]*n2[0];
+ O.dyno[1]= dl*n3[1]-O.dyuv[0]*n1[1]-O.dyuv[1]*n2[1];
+ O.dyno[2]= dl*n3[2]-O.dyuv[0]*n1[2]-O.dyuv[1]*n2[2];
+
+ }
+ }
+ else {
+ VECCOPY(R.vn, vlr->n);
+ }
+
+ if(R.matren->mode & MA_ZINV) { /* z invert */
+ /* R.vn[0]= -R.vn[0]; */
+ /* R.vn[1]= -R.vn[1]; */
+ }
+
+ if(R.matren->texco & TEXCO_ORCO) {
+ if(v2->orco) {
+ o1= v1->orco;
+ o2= v2->orco;
+ o3= v3->orco;
+
+ R.lo[0]= l*o3[0]-u*o1[0]-v*o2[0];
+ R.lo[1]= l*o3[1]-u*o1[1]-v*o2[1];
+ R.lo[2]= l*o3[2]-u*o1[2]-v*o2[2];
+
+ if(R.osatex) {
+ dl= O.dxuv[0]+O.dxuv[1];
+ O.dxlo[0]= dl*o3[0]-O.dxuv[0]*o1[0]-O.dxuv[1]*o2[0];
+ O.dxlo[1]= dl*o3[1]-O.dxuv[0]*o1[1]-O.dxuv[1]*o2[1];
+ O.dxlo[2]= dl*o3[2]-O.dxuv[0]*o1[2]-O.dxuv[1]*o2[2];
+ dl= O.dyuv[0]+O.dyuv[1];
+ O.dylo[0]= dl*o3[0]-O.dyuv[0]*o1[0]-O.dyuv[1]*o2[0];
+ O.dylo[1]= dl*o3[1]-O.dyuv[0]*o1[1]-O.dyuv[1]*o2[1];
+ O.dylo[2]= dl*o3[2]-O.dyuv[0]*o1[2]-O.dyuv[1]*o2[2];
+ }
+ }
+ }
+
+ if(R.matren->texco & TEXCO_GLOB) {
+ VECCOPY(R.gl, R.co);
+ MTC_Mat4MulVecfl(R.viewinv, R.gl);
+ if(R.osatex) {
+ VECCOPY(O.dxgl, O.dxco);
+ MTC_Mat3MulVecfl(R.imat, O.dxco);
+ VECCOPY(O.dygl, O.dyco);
+ MTC_Mat3MulVecfl(R.imat, O.dyco);
+ }
+ }
+ if((R.matren->texco & TEXCO_UV) || (R.matren->mode & (MA_VERTEXCOL|MA_FACETEXTURE))) {
+ if(R.vlr->tface) {
+ float *uv1, *uv2, *uv3;
+
+ uv1= R.vlr->tface->uv[0];
+ if( (vlaknr & 0x800000) || (R.vlr->flag & R_FACE_SPLIT) ) {
+ uv2= R.vlr->tface->uv[2];
+ uv3= R.vlr->tface->uv[3];
+ }
+ else {
+ uv2= R.vlr->tface->uv[1];
+ uv3= R.vlr->tface->uv[2];
+ }
+
+ R.uv[0]= -1.0 + 2.0*(l*uv3[0]-u*uv1[0]-v*uv2[0]);
+ R.uv[1]= -1.0 + 2.0*(l*uv3[1]-u*uv1[1]-v*uv2[1]);
+
+ if(R.osatex) {
+ float duv[2];
+
+ dl= O.dxuv[0]+O.dxuv[1];
+ duv[0]= O.dxuv[0];
+ duv[1]= O.dxuv[1];
+
+ O.dxuv[0]= 2.0*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
+ O.dxuv[1]= 2.0*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
+
+ dl= O.dyuv[0]+O.dyuv[1];
+ duv[0]= O.dyuv[0];
+ duv[1]= O.dyuv[1];
+
+ O.dyuv[0]= 2.0*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
+ O.dyuv[1]= 2.0*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
+ }
+ }
+ else {
+ R.uv[0]= 2.0*(u+.5);
+ R.uv[1]= 2.0*(v+.5);
+ }
+ }
+ if(R.matren->texco & TEXCO_NORM) {
+ R.orn[0]= R.vn[0];
+ R.orn[1]= -R.vn[1];
+ R.orn[2]= R.vn[2];
+ }
+ if(R.matren->mode & MA_VERTEXCOL) {
+
+ /* some colour calculations here */
+ cp1= (char *)vlr->vcol;
+ if(cp1) {
+ if( (vlaknr & 0x800000) || (R.vlr->flag & R_FACE_SPLIT) ) {
+ cp2= (char *)(vlr->vcol+2);
+ cp3= (char *)(vlr->vcol+3);
+ }
+ else {
+ cp2= (char *)(vlr->vcol+1);
+ cp3= (char *)(vlr->vcol+2);
+ }
+ R.vcol[0]= (l*cp3[3]-u*cp1[3]-v*cp2[3])/255.0;
+ R.vcol[1]= (l*cp3[2]-u*cp1[2]-v*cp2[2])/255.0;
+ R.vcol[2]= (l*cp3[1]-u*cp1[1]-v*cp2[1])/255.0;
+
+ }
+ else {
+ R.vcol[0]= 0.0;
+ R.vcol[1]= 0.0;
+ R.vcol[2]= 0.0;
+ }
+ }
+ if(R.matren->mode & MA_FACETEXTURE) {
+ if((R.matren->mode & MA_VERTEXCOL)==0) {
+ R.vcol[0]= 1.0;
+ R.vcol[1]= 1.0;
+ R.vcol[2]= 1.0;
+ }
+ /* shading here */
+ if(vlr->tface) render_realtime_texture();
+ }
+
+ /* hierna klopt de u en v EN O.dxuv en O.dyuv niet meer */
+ if(R.matren->texco & TEXCO_STICKY) {
+ if(v2->sticky) {
+
+ /* opnieuw u en v berekenen */
+ hox= x/Zmulx -1.0;
+ hoy= y/Zmuly -1.0;
+ u= (hox - v3->ho[0]/v3->ho[3])*s11
+ - (hoy - v3->ho[1]/v3->ho[3])*s10;
+ v= (hoy - v3->ho[1]/v3->ho[3])*s00
+ - (hox - v3->ho[0]/v3->ho[3])*s01;
+ l= 1.0+u+v;
+
+ o1= v1->sticky;
+ o2= v2->sticky;
+ o3= v3->sticky;
+
+ R.sticky[0]= l*o3[0]-u*o1[0]-v*o2[0];
+ R.sticky[1]= l*o3[1]-u*o1[1]-v*o2[1];
+
+ if(R.osatex) {
+ O.dxuv[0]= s11/Zmulx;
+ O.dxuv[1]= - s01/Zmulx;
+ O.dyuv[0]= - s10/Zmuly;
+ O.dyuv[1]= s00/Zmuly;
+
+ dl= O.dxuv[0]+O.dxuv[1];
+ O.dxsticky[0]= dl*o3[0]-O.dxuv[0]*o1[0]-O.dxuv[1]*o2[0];
+ O.dxsticky[1]= dl*o3[1]-O.dxuv[0]*o1[1]-O.dxuv[1]*o2[1];
+ dl= O.dyuv[0]+O.dyuv[1];
+ O.dysticky[0]= dl*o3[0]-O.dyuv[0]*o1[0]-O.dyuv[1]*o2[0];
+ O.dysticky[1]= dl*o3[1]-O.dyuv[0]*o1[1]-O.dyuv[1]*o2[1];
+ }
+ }
+ }
+ }
+ else {
+ VECCOPY(R.vn, vlr->n);
+ }
+ if(R.matren->texco & TEXCO_WINDOW) {
+ R.winco[0]= (x+(R.xstart))/(float)R.afmx;
+ R.winco[1]= (y+(R.ystart))/(float)R.afmy;
+ }
+
+ /* After all texture coordinates are set and converted and */
+ /* transformed, we need to put some colour on it: */
+ shadeLampLusFloat();
+
+ /* MIST */
+ if( (R.wrld.mode & WO_MIST) && (R.matren->mode & MA_NOMIST)==0 ){
+ /* alpha returned in float? */
+ alpha= mistfactor(R.co);
+ }
+ else alpha= 1.0;
+
+ /* RAYTRACE (tijdelijk?) UITGESCHAKELD */
+
+ if(R.matren->alpha!=1.0 || alpha!=1.0) {
+ fac= alpha*(R.matren->alpha);
+
+ collector[0] *= fac; /* This applies to transparent faces! Even */
+ collector[1] *= fac; /* though it may seem to be a premul op, it */
+ collector[2] *= fac; /* isn't. */
+ collector[3] = fac; /* doesn't need scaling? */
+ }
+ else {
+ collector[3] = 1.0;
+ }
+ }
+ else {
+ collector[0] = 1.0;
+ collector[1] = 1.0;
+ collector[2] = 0.0;
+ collector[3] = 1.0;
+ }
+
+ /* Spothalos: do this here for covered pixels. It seems messy to place */
+ /* it here, structure-wise, but it's more efficient. Also, not having it */
+ /* here makes it difficult to do proper overlaying later on. */
+ /* It starts off with a coordinate transform again. */
+ if(R.flag & R_LAMPHALO) {
+ if(vlaknr<=0) { /* bereken viewvec en zet R.co op far */
+
+ /* this view vector stuff should get its own function */
+ if( (G.special1 & G_HOLO) &&
+ ((Camera *)G.scene->camera->data)->flag & CAM_HOLO2) {
+ R.view[0]= (x+(R.xstart)+1.0+holoofs);
+ } else {
+ R.view[0]= (x+(R.xstart)+1.0);
+ }
+
+ if(R.flag & R_SEC_FIELD) {
+ if(R.r.mode & R_ODDFIELD) R.view[1]= (y+R.ystart+0.5)*R.ycor;
+ else R.view[1]= (y+R.ystart+1.5)*R.ycor;
+ } else {
+ R.view[1]= (y+R.ystart+1.0)*R.ycor;
+ }
+
+ R.view[2]= -R.viewfac;
+
+ if(R.r.mode & R_PANORAMA) {
+ float panoco, panosi;
+ panoco = getPanovCo();
+ panosi = getPanovSi();
+ u= R.view[0]; v= R.view[2];
+
+ R.view[0]= panoco*u + panosi*v;
+ R.view[2]= -panosi*u + panoco*v;
+ }
+
+ R.co[2]= 0.0;
+
+ }
+
+ shadeSpotHaloPixelFloat(collector);
+/* renderspothaloFix(collector); */
+
+ }
+
+#ifdef RE_PIXSHADE_FULL_SAFETY
+ if (!vlr) RE_error(RE_BAD_DATA_POINTER, fname);
+#endif
+
+ return vlr;
+
+} /* end of void renderFacePixelFloat(float x, float y, int vlaknr) */
+
+/* ------------------------------------------------------------------------- */
+/*
+ - uses R.view to determine which pixel, I think?
+ - the spothalo is dumped quite unceremoniously on top of the col vector
+ This function is also (sort of) implemented in shadespothalofix, but without
+ all the clipping stuff. Somehow, the clipping here is _quite_ critical.
+ */
+void shadeSpotHaloPixelFloat(float *col)
+{
+ LampRen *lar;
+ float factor = 0.0;
+ int a;
+ float rescol[4];
+
+
+ for(a=0; a<R.totlamp; a++) {
+ lar= R.la[a];
+ if(lar->type==LA_SPOT && (lar->mode & LA_HALO) && lar->haint>0) {
+
+ if(lar->org) {
+ lar->r= lar->org->r;
+ lar->g= lar->org->g;
+ lar->b= lar->org->b;
+ }
+
+ /* determines how much spothalo we see */
+ spotHaloFloat(lar, R.view, &factor);
+
+ if(factor>0.0) {
+
+ /* Why is alpha clipped? */
+ if(factor > RE_FULL_COLOUR_FLOAT) rescol[3]= 1.0;
+ else rescol[3]= factor;
+
+ /* erg vervelend: gammagecorrigeerd renderen EN addalphaADD */
+ /* gaat niet goed samen */
+ /* eigenlijk moet er een aparte 'optel' gamma komen */
+ /*
+ There is a strange thing here: the spothalo seems to be
+ calculated in the space you would get when you go from
+ value space through inverse gamma! So we gamma-transform
+ to value-space, then integrate, blend, and gamma correct
+ _again_.
+ */
+
+ rescol[0] = factor * lar->r; /* Lampren rgb's are floats */
+ rescol[1] = factor * lar->g;
+ rescol[2] = factor * lar->b;
+
+ /* ---->add values, disregard alpha */
+ /* - check for dest. alpha = 0. If so , just copy */
+ /* this is a slightly different approach: I do the gamma */
+ /* correction BEFORE the addition. What does the other */
+ /* approach do? */
+ if (col[3]< RE_EMPTY_COLOUR_FLOAT) {
+ col[0] = gammaCorrect(rescol[0]);
+ col[1] = gammaCorrect(rescol[1]);
+ col[2] = gammaCorrect(rescol[2]);
+ col[3] = rescol[3];
+ } else {
+ col[0] += gammaCorrect(rescol[0]);
+ col[1] += gammaCorrect(rescol[1]);
+ col[2] += gammaCorrect(rescol[2]);
+ col[3] += rescol[3];
+ }
+
+ /* this clipping may have to go? Actually, if it's */
+ /* done sooner, it may be more efficient */
+ if(col[0] > RE_FULL_COLOUR_FLOAT) col[0] = 1.0;
+ if(col[1] > RE_FULL_COLOUR_FLOAT) col[1] = 1.0;
+ if(col[2] > RE_FULL_COLOUR_FLOAT) col[2] = 1.0;
+ if(col[3] > RE_FULL_COLOUR_FLOAT) col[3] = 1.0;
+ if(col[0] < RE_EMPTY_COLOUR_FLOAT) col[0] = 0.0;
+ if(col[1] < RE_EMPTY_COLOUR_FLOAT) col[1] = 0.0;
+ if(col[2] < RE_EMPTY_COLOUR_FLOAT) col[2] = 0.0;
+ if(col[3] < RE_EMPTY_COLOUR_FLOAT) col[3] = 0.0;
+ }
+ }
+ }
+
+ if(col[0] < RE_EMPTY_COLOUR_FLOAT) col[0] = 0.0;
+ if(col[1] < RE_EMPTY_COLOUR_FLOAT) col[1] = 0.0;
+ if(col[2] < RE_EMPTY_COLOUR_FLOAT) col[2] = 0.0;
+ if(col[3] < RE_EMPTY_COLOUR_FLOAT) col[3] = 0.0;
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void spotHaloFloat(struct LampRen *lar, float *view, float *intens)
+{
+ double a, b, c, disc, nray[3], npos[3];
+ float t0, t1 = 0.0, t2= 0.0, t3, haint;
+ float p1[3], p2[3], ladist, maxz = 0.0, maxy = 0.0;
+ int snijp, doclip=1, use_yco=0;
+ int ok1=0, ok2=0;
+
+ *intens= 0.0;
+ haint= lar->haint;
+
+ VECCOPY(npos, lar->sh_invcampos); /* in initlamp berekend */
+
+ /* view roteren */
+ VECCOPY(nray, view);
+ MTC_Mat3MulVecd(lar->imat, nray);
+
+ if(R.wrld.mode & WO_MIST) {
+ /* een beetje patch... */
+ R.zcor= -lar->co[2];
+ haint *= mistfactor(lar->co);
+ if(haint==0.0) {
+ return;
+ }
+ }
+
+
+ /* maxz roteren */
+ if(R.co[2]==0) doclip= 0; /* is als halo op sky */
+ else {
+ p1[0]= R.co[0]-lar->co[0];
+ p1[1]= R.co[1]-lar->co[1];
+ p1[2]= R.co[2]-lar->co[2];
+
+ maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
+ maxz*= lar->sh_zfac;
+ maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];
+
+ if( fabs(nray[2]) <0.000001 ) use_yco= 1;
+ }
+
+ /* z scalen zodat het volume genormaliseerd is */
+ nray[2]*= lar->sh_zfac;
+ /* nray hoeft niet genormaliseerd */
+
+ ladist= lar->sh_zfac*lar->dist;
+
+ /* oplossen */
+ a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
+ b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
+ c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];
+
+ snijp= 0;
+ if (fabs(a) < 0.00000001) {
+ /*
+ * Only one intersection point...
+ */
+ return;
+ }
+ else {
+ disc = b*b - a*c;
+
+ if(disc==0.0) {
+ t1=t2= (-b)/ a;
+ snijp= 2;
+ }
+ else if (disc > 0.0) {
+ disc = sqrt(disc);
+ t1 = (-b + disc) / a;
+ t2 = (-b - disc) / a;
+ snijp= 2;
+ }
+ }
+ if(snijp==2) {
+ /* sorteren */
+ if(t1>t2) {
+ a= t1; t1= t2; t2= a;
+ }
+
+ /* z van snijpunten met diabolo */
+ p1[2]= npos[2] + t1*nray[2];
+ p2[2]= npos[2] + t2*nray[2];
+
+ /* beide punten evalueren */
+ if(p1[2]<=0.0) ok1= 1;
+ if(p2[2]<=0.0 && t1!=t2) ok2= 1;
+
+ /* minstens 1 punt met negatieve z */
+ if(ok1==0 && ok2==0) return;
+
+ /* snijpunt met -ladist, de bodem van de kegel */
+ if(use_yco==0) {
+ t3= (-ladist-npos[2])/nray[2];
+
+ /* moet 1 van de snijpunten worden vervangen? */
+ if(ok1) {
+ if(p1[2]<-ladist) t1= t3;
+ }
+ else {
+ ok1= 1;
+ t1= t3;
+ }
+ if(ok2) {
+ if(p2[2]<-ladist) t2= t3;
+ }
+ else {
+ ok2= 1;
+ t2= t3;
+ }
+ }
+ else if(ok1==0 || ok2==0) return;
+
+ /* minstens 1 zichtbaar snijpunt */
+ if(t1<0.0 && t2<0.0) return;
+
+ if(t1<0.0) t1= 0.0;
+ if(t2<0.0) t2= 0.0;
+
+ if(t1==t2) return;
+
+ /* voor zekerheid nog eens sorteren */
+ if(t1>t2) {
+ a= t1; t1= t2; t2= a;
+ }
+
+ /* t0 berekenen: is de maximale zichtbare z (als halo door vlak */
+ /* doorsneden wordt) */
+ if(doclip) {
+ if(use_yco==0) t0= (maxz-npos[2])/nray[2];
+ else t0= (maxy-npos[1])/nray[1];
+
+ if(t0<t1) return;
+ if(t0<t2) t2= t0;
+ }
+
+ /* bereken punten */
+ p1[0]= npos[0] + t1*nray[0];
+ p1[1]= npos[1] + t1*nray[1];
+ p1[2]= npos[2] + t1*nray[2];
+ p2[0]= npos[0] + t2*nray[0];
+ p2[1]= npos[1] + t2*nray[1];
+ p2[2]= npos[2] + t2*nray[2];
+
+
+ /* nu hebben we twee punten, hiermee maken we drie lengtes */
+
+ a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
+ b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
+ c= VecLenf(p1, p2);
+
+ a/= ladist;
+ a= sqrt(a);
+ b/= ladist;
+ b= sqrt(b);
+ c/= ladist;
+
+ *intens= c*( (1.0-a)+(1.0-b) );
+
+ /* LET OP: a,b en c NIET op 1.0 clippen, dit geeft kleine
+ overflowtjes op de rand (vooral bij smalle halo's) */
+ if(*intens<=0.0) return;
+
+ /* zachte gebied */
+ /* vervalt omdat t0 nu ook voor p1/p2 wordt gebruikt */
+ /* if(doclip && t0<t2) { */
+ /* *intens *= (t0-t1)/(t2-t1); */
+ /* } */
+
+ *intens *= haint;
+
+ if(lar->shb && lar->shb->shadhalostep) {
+ /* from shadbuf.c, returns float */
+ *intens *= shadow_halo(lar, p1, p2);
+ }
+ /* if(lar->mode & LA_TEXTURE) do_lamphalo_tex(lar, p1, p2, intens); */
+
+ }
+} /* end of void spotHaloFloat(struct LampRen *, float *view, float *intens) */
+
+/* ------------------------------------------------------------------------- */
+
+void shadeLampLusFloat()
+{
+ LampRen *lar;
+ register Material *ma;
+ float i, inp, inpr, t, lv[3], lampdist, ld = 0;
+ float ir, ig, ib;
+ float isr=0,isg=0,isb=0;
+ float lvrot[3], *vn, *view, shadfac, soft;
+ int a;
+ float shadfacvec[3] = {1.0, 1.0, 1.0};
+
+ vn= R.vn;
+ view= R.view;
+ ma= R.matren;
+
+ /* aparte lus */
+ if(ma->mode & MA_ONLYSHADOW) {
+ shadfac= ir= 0.0;
+ for(a=0; a<R.totlamp; a++) {
+ lar= R.la[a];
+
+ if(lar->mode & LA_LAYER) if((lar->lay & R.vlr->lay)==0) continue;
+
+ if(lar->shb) {
+ /* alleen testen binnen spotbundel */
+ lv[0]= R.co[0]-lar->co[0];
+ lv[1]= R.co[1]-lar->co[1];
+ lv[2]= R.co[2]-lar->co[2];
+ Normalise(lv);
+ inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
+ if(inpr>lar->spotsi) {
+
+ inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
+
+ RE_testshadowbuf(lar->shadowBufOb, lar->shb, inp, shadfacvec);
+/* testshadowbuf(lar->shb, inp, shadfacvec); */
+
+ i= shadfacvec[0];
+
+ t= inpr - lar->spotsi;
+ if(t<lar->spotbl && lar->spotbl!=0.0) {
+ t/= lar->spotbl;
+ t*= t;
+ i= t*i+(1.0-t);
+ }
+
+ shadfac+= i;
+ ir+= 1.0;
+ }
+ else {
+ shadfac+= 1.0;
+ ir+= 1.0;
+ }
+ }
+ }
+ if(ir>0.0) shadfac/= ir;
+ ma->alpha= (R.mat->alpha)*(1.0-shadfac);
+
+ collector[0] = 0.0;
+ collector[1] = 0.0;
+ collector[2] = 0.0;
+ /* alpha is not set.... why?*/
+ return;
+ }
+
+ if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
+ ma->r= R.vcol[0];
+ ma->g= R.vcol[1];
+ ma->b= R.vcol[2];
+ }
+
+ /* mirror reflection colour */
+ R.refcol[0]= R.refcol[1]= R.refcol[2]= R.refcol[3]= 0.0;
+
+ if(ma->texco) {
+
+ if(ma->texco & TEXCO_REFL) {
+ RE_calc_R_ref();
+ }
+
+ if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
+ R.mat->r= R.vcol[0];
+ R.mat->g= R.vcol[1];
+ R.mat->b= R.vcol[2];
+ }
+
+ do_material_tex();
+ }
+
+ if(ma->mode & MA_SHLESS) {
+ if( (ma->mode & (MA_VERTEXCOL+MA_VERTEXCOLP+MA_FACETEXTURE) )) {
+ ir= R.vcol[0]*ma->r;
+ ig= R.vcol[1]*ma->g;
+ ib= R.vcol[2]*ma->b;
+ }
+ else {
+ ir= ma->r; /* apparently stored as [0,1]? */
+ ig= ma->g;
+ ib= ma->b;
+ }
+
+ collector[0] = ir; /* no clipping, no alpha */
+ collector[1] = ig;
+ collector[2] = ib;
+ return;
+ }
+
+ if( (ma->mode & (MA_VERTEXCOL+MA_VERTEXCOLP))== MA_VERTEXCOL ) {
+ ir= ma->emit+R.vcol[0];
+ ig= ma->emit+R.vcol[1];
+ ib= ma->emit+R.vcol[2];
+ }
+ else ir= ig= ib= ma->emit;
+
+ for(a=0; a<R.totlamp; a++) {
+ lar= R.la[a];
+
+ /* test op lamplayer */
+ if(lar->mode & LA_LAYER) if((lar->lay & R.vlr->lay)==0) continue;
+
+ /* lampdist berekening */
+ if(lar->type==LA_SUN || lar->type==LA_HEMI) {
+ VECCOPY(lv, lar->vec);
+ lampdist= 1.0;
+ }
+ else {
+ lv[0]= R.co[0]-lar->co[0];
+ lv[1]= R.co[1]-lar->co[1];
+ lv[2]= R.co[2]-lar->co[2];
+ ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
+ lv[0]/= ld;
+ lv[1]/= ld;
+ lv[2]/= ld;
+
+ /* ld wordt verderop nog gebruikt (texco's) */
+
+ if(lar->mode & LA_QUAD) {
+ t= 1.0;
+ if(lar->ld1>0.0)
+ t= lar->dist/(lar->dist+lar->ld1*ld);
+ if(lar->ld2>0.0)
+ t*= lar->distkw/(lar->distkw+lar->ld2*ld*ld);
+
+ lampdist= t;
+ }
+ else {
+ lampdist= (lar->dist/(lar->dist+ld));
+ }
+
+ if(lar->mode & LA_SPHERE) {
+ t= lar->dist - ld;
+ if(t<0.0) continue;
+
+ t/= lar->dist;
+ lampdist*= (t);
+ }
+
+ }
+
+ if(lar->mode & LA_TEXTURE) do_lamp_tex(lar, lv);
+
+ if(lar->type==LA_SPOT) {
+
+ /* hier de fie Inp() vertaagt! */
+
+ if(lar->mode & LA_SQUARE) {
+ if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0) {
+ float x;
+
+ /* rotate view to lampspace */
+ VECCOPY(lvrot, lv);
+ MTC_Mat3MulVecfl(lar->imat, lvrot);
+
+ x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
+ /* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
+
+ inpr= 1.0/(sqrt(1+x*x));
+ }
+ else inpr= 0.0;
+ }
+ else {
+ inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
+ }
+
+ t= lar->spotsi;
+ if(inpr<t) continue;
+ else {
+ t= inpr-t;
+ i= 1.0;
+ soft= 1.0;
+ if(t<lar->spotbl && lar->spotbl!=0.0) {
+ /* zachte gebied */
+ i= t/lar->spotbl;
+ t= i*i;
+ soft= (3.0*t-2.0*t*i);
+ inpr*= soft;
+ }
+ if(lar->mode & LA_ONLYSHADOW && lar->shb) {
+ if(ma->mode & MA_SHADOW) {
+ /* inprodukt positief: voorzijde vlak! */
+ inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
+ if(inp>0.0) {
+
+ /* testshadowbuf==0.0 : 100% schaduw */
+ RE_testshadowbuf(lar->shadowBufOb, lar->shb, inp, shadfacvec);
+/* testshadowbuf(lar->shb, inp, shadfacvec); */
+ shadfac = 1.0 - shadfacvec[0];
+
+ if(shadfac>0.0) {
+ shadfac*= inp*soft*lar->energy;
+ ir -= shadfac;
+ ig -= shadfac;
+ ib -= shadfac;
+
+ continue;
+ }
+ }
+ }
+ }
+ lampdist*=inpr;
+ }
+ if(lar->mode & LA_ONLYSHADOW) continue;
+
+ if(lar->mode & LA_OSATEX) {
+ R.osatex= 1; /* signaal voor multitex() */
+
+ O.dxlv[0]= lv[0] - (R.co[0]-lar->co[0]+O.dxco[0])/ld;
+ O.dxlv[1]= lv[1] - (R.co[1]-lar->co[1]+O.dxco[1])/ld;
+ O.dxlv[2]= lv[2] - (R.co[2]-lar->co[2]+O.dxco[2])/ld;
+
+ O.dylv[0]= lv[0] - (R.co[0]-lar->co[0]+O.dyco[0])/ld;
+ O.dylv[1]= lv[1] - (R.co[1]-lar->co[1]+O.dyco[1])/ld;
+ O.dylv[2]= lv[2] - (R.co[2]-lar->co[2]+O.dyco[2])/ld;
+ }
+
+ }
+
+ /* inprodukt en reflectivity*/
+ inp=i= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
+ if(lar->type==LA_HEMI) {
+ i= 0.5*i+0.5;
+ }
+ if(i>0.0) {
+ i*= lampdist*ma->ref;
+ }
+
+ /* schaduw en spec */
+ if(i> -0.41) { /* beetje willekeurig, beetje getest */
+ shadfac= 1.0;
+ if(lar->shb) {
+ if(ma->mode & MA_SHADOW) {
+ float shadfacvec[3] = {1.0, 1.0, 1.0};
+ RE_testshadowbuf(lar->shadowBufOb, lar->shb, inp, shadfacvec);
+/* testshadowbuf(lar->shb, inp, shadfacvec); */
+ shadfac = shadfacvec[0];
+
+/* shadfac = 1.0; : no shadow */
+ if(shadfac==0.0) continue;
+ i*= shadfac;
+ }
+ }
+ /* specularity */
+
+ if(ma->spec!=0.0) {
+
+ if(lar->type==LA_SUN || lar->type==LA_HEMI) {
+ if(lar->type==LA_SUN) {
+ lv[2]-= 1.0;
+ }
+ else {
+ lv[0]+= view[0];
+ lv[1]+= view[1];
+ lv[2]+= view[2];
+ }
+
+ Normalise(lv);
+
+ t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
+
+ if(lar->type==LA_HEMI) {
+ t= 0.5*t+0.5;
+ }
+ /* let op: shadfac en lampdist uit onderstaande */
+
+ /* no more speclim */
+
+ t= ma->spec*RE_Spec(t, ma->har);
+ isr+= t*(lar->r * ma->specr);
+ isg+= t*(lar->g * ma->specg);
+ isb+= t*(lar->b * ma->specb);
+ }
+ else {
+ /* Does specular reflection? This would be the place */
+ /* to put BRDFs. */
+ t= shadfac*ma->spec*lampdist*CookTorr(vn, lv, view, ma->har);
+ isr+= t*(lar->r * ma->specr);
+ isg+= t*(lar->g * ma->specg);
+ isb+= t*(lar->b * ma->specb);
+ }
+ }
+ }
+ if(i>0.0) {
+ ir+= i*lar->r;
+ ig+= i*lar->g;
+ ib+= i*lar->b;
+ }
+ }
+
+ /* clipping: maybe don't clip? (nzc) */
+ /* yes, it shouldn't be done... unfortunately the current
+ * gammaCorrect implementation doesn't handle negative values
+ * correctly ( (-1)^2 = 1!!) (ton)
+ */
+/* if(ir<0.0) ir= 0.0; */
+/* if(ig<0.0) ig= 0.0; */
+/* if(ib<0.0) ib= 0.0; */
+/* if(isr<0.0) isr= 0.0; */
+/* if(isg<0.0) isg= 0.0; */
+/* if(isb<0.0) isb= 0.0; */
+ /* Well, it does now. -(1^2) = -1 :) (nzc) */
+
+ if(ma->mode & MA_ZTRA) { /* ztra shade */
+ if(ma->spectra!=0.0) {
+
+ t = MAX3(isr, isb, isg);
+ t *= ma->spectra;
+ if(t>1.0) t= 1.0;
+ if(ma->mapto & MAP_ALPHA) ma->alpha= (1.0-t)*ma->alpha+t;
+ else ma->alpha= (1.0-t)*R.mat->alpha+t;
+ }
+ }
+
+ if(R.refcol[0]==0.0) {
+ collector[0] = (ma->r * ir) + ma->ambr + isr;
+ collector[1] = (ma->g * ig) + ma->ambg + isg;
+ collector[2] = (ma->b * ib) + ma->ambb + isb;
+ /* clip for >0 ? */
+ }
+ else {
+ collector[0] = (ma->mirr * R.refcol[1])
+ + ((1.0 - (ma->mirr * R.refcol[0])) * ((ma->r * ir) + ma->ambr))
+ + isr;
+ collector[1] = (ma->mirg*R.refcol[2])
+ + ((1.0 - (ma->mirg * R.refcol[0])) * ((ma->g * ig) +ma->ambg))
+ +isg;
+ collector[2] = (ma->mirb*R.refcol[3])
+ + ((1.0 - (ma->mirb * R.refcol[0])) * ((ma->b * ib) +ma->ambb))
+ +isb;
+ }
+
+#ifdef RE_FAKE_LAMP_SHADE
+ collector[0] = 0.5;
+ collector[1] = 0.5;
+ collector[2] = 1.0;
+#endif
+
+}
+
+/* ------------------------------------------------------------------------- */
+
+void* renderHaloPixel(float x, float y, int haloNr) {
+ HaloRen *har = NULL;
+ float dist = 0.0;
+ unsigned int zz = 0;
+
+#ifdef RE_FAKE_HALO_PIXELS
+ collector[0] = RE_UNITY_COLOUR_FLOAT;
+ collector[1] = 0;
+ collector[2] = 0;
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+ har = RE_findOrAddHalo(haloNr); /* crash prevention */
+ return (void*) har;
+#endif
+
+ /* Find har to go with haloNr */
+ har = RE_findOrAddHalo(haloNr);
+
+ /* zz is a strange number... This call should effect that halo's are */
+ /* never cut? Seems a bit strange to me now... */
+ /* This might be the zbuffer depth */
+ zz = calcHaloZ(har, 0x7FFFFFFF);
+
+ /* distance of this point wrt. the halo center. Maybe xcor is also needed? */
+ dist = ((x - har->xs) * (x - har->xs))
+ + ((y - har->ys) * (y - har->ys) * R.ycor * R.ycor) ;
+
+ collector[0] = RE_ZERO_COLOUR_FLOAT; collector[1] = RE_ZERO_COLOUR_FLOAT;
+ collector[2] = RE_ZERO_COLOUR_FLOAT; collector[3] = RE_ZERO_COLOUR_FLOAT;
+
+ if (dist < har->radsq) {
+ shadeHaloFloat(har, collector, zz, dist,
+ (x - har->xs), (y - har->ys) * R.ycor, har->flarec);
+ /* make a second fake pixel? */
+#ifdef RE_FAKE_HALO_PIXELS_2
+ collector[0] = RE_UNITY_COLOUR_FLOAT;
+ collector[1] = 0;
+ collector[2] = 0;
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+#endif
+ }; /* else: this pixel is not rendered for this halo: no colour */
+
+ return (void*) har;
+
+} /* end of void* renderHaloPixel(float x, float y, int haloNr) */
+
+/* ------------------------------------------------------------------------- */
+
+extern float hashvectf[];
+void shadeHaloFloat(HaloRen *har,
+ float *col, unsigned int zz,
+ float dist, float xn,
+ float yn, short flarec)
+{
+ /* in col invullen */
+ /* migrate: fill collector */
+ float t, zn, radist, ringf=0.0, linef=0.0, alpha, si, co, colf[4];
+ int a;
+
+ if(R.wrld.mode & WO_MIST) {
+ if(har->type & HA_ONLYSKY) {
+ /* sterren geen mist */
+ alpha= har->alfa;
+ }
+ else {
+ /* een beetje patch... */
+ R.zcor= -har->co[2];
+ alpha= mistfactor(har->co)*har->alfa;
+ }
+ }
+ else alpha= har->alfa;
+
+ if(alpha==0.0) {
+ col[0] = 0.0;
+ col[1] = 0.0;
+ col[2] = 0.0;
+ col[3] = 0.0;
+ return;
+ }
+
+ radist= sqrt(dist);
+
+ /* let op: hiermee wordt gesjoemeld: flarec wordt op nul gezet in de pixstruct */
+ if(flarec) har->pixels+= (int)(har->rad-radist);
+
+ if(har->ringc) {
+ float *rc, fac;
+ int ofs;
+
+ /* per ring een alicirc */
+ ofs= har->seed;
+
+ for(a= har->ringc; a>0; a--, ofs+=2) {
+
+ rc= hashvectf + (ofs % 768);
+
+ fac= fabs( rc[1]*(har->rad*fabs(rc[0]) - radist) );
+
+ if(fac< 1.0) {
+ ringf+= (1.0-fac);
+ }
+ }
+ }
+
+ if(har->type & HA_VECT) {
+ dist= fabs( har->cos*(yn) - har->sin*(xn) )/har->rad;
+ if(dist>1.0) dist= 1.0;
+ if(har->tex) {
+ zn= har->sin*xn - har->cos*yn;
+ yn= har->cos*xn + har->sin*yn;
+ xn= zn;
+ }
+ }
+ else dist= dist/har->radsq;
+
+ if(har->type & HA_FLARECIRC) {
+
+ dist= 0.5+fabs(dist-0.5);
+
+ }
+
+ if(har->hard>=30) {
+ dist= sqrt(dist);
+ if(har->hard>=40) {
+ dist= sin(dist*M_PI_2);
+ if(har->hard>=50) {
+ dist= sqrt(dist);
+ }
+ }
+ }
+ else if(har->hard<20) dist*=dist;
+
+ dist=(1.0-dist);
+
+ if(har->linec) {
+ float *rc, fac;
+ int ofs;
+
+ /* per starpoint een aliline */
+ ofs= har->seed;
+
+ for(a= har->linec; a>0; a--, ofs+=3) {
+
+ rc= hashvectf + (ofs % 768);
+
+ fac= fabs( (xn)*rc[0]+(yn)*rc[1]);
+
+ if(fac< 1.0 ) {
+ linef+= (1.0-fac);
+ }
+ }
+
+ linef*= dist;
+
+ }
+
+ if(har->starpoints) {
+ float ster, hoek;
+ /* rotatie */
+ hoek= atan2(yn, xn);
+ hoek*= (1.0+0.25*har->starpoints);
+
+ co= cos(hoek);
+ si= sin(hoek);
+
+ hoek= (co*xn+si*yn)*(co*yn-si*xn);
+
+ ster= fabs(hoek);
+ if(ster>1.0) {
+ ster= (har->rad)/(ster);
+
+ if(ster<1.0) dist*= sqrt(ster);
+ }
+ }
+
+ /* halo wordt doorsneden? */
+ if(har->zs> zz-har->zd) {
+ t= ((float)(zz-har->zs))/(float)har->zd;
+ alpha*= sqrt(sqrt(t));
+ }
+
+ dist*= alpha;
+ ringf*= dist;
+ linef*= alpha;
+
+ if(dist<0.003) {
+ col[0] = 0.0;
+ col[1] = 0.0;
+ col[2] = 0.0;
+ col[3] = 0.0;
+ return;
+ }
+
+ /* The colour is either the rgb spec-ed by the user, or extracted from */
+ /* the texture */
+ if(har->tex) {
+ colf[3]= dist;
+ do_halo_tex(har, xn, yn, colf);
+ colf[0]*= colf[3];
+ colf[1]*= colf[3];
+ colf[2]*= colf[3];
+
+ }
+ else {
+ colf[0]= dist*har->r;
+ colf[1]= dist*har->g;
+ colf[2]= dist*har->b;
+ if(har->type & HA_XALPHA) colf[3]= dist*dist;
+ else colf[3]= dist;
+ }
+
+ if(har->mat && har->mat->mode & MA_HALO_SHADE) {
+ /* we test for lights because of preview... */
+ if(R.totlamp) render_lighting_halo(har, colf);
+ }
+
+ /* Next, we do the line and ring factor modifications. It seems we do */
+ /* uchar calculations, but it's basically doing float arith with a 255 */
+ /* scale factor. */
+ if(linef!=0.0) {
+ Material *ma= har->mat;
+ linef *= 255.0;
+
+ colf[0]+= linef * ma->specr;
+ colf[1]+= linef * ma->specg;
+ colf[2]+= linef * ma->specb;
+
+ if(har->type & HA_XALPHA) colf[3]+= linef*linef;
+ else colf[3]+= linef;
+ }
+ if(ringf!=0.0) {
+ Material *ma= har->mat;
+ ringf *= 255.0;
+
+ colf[0]+= ringf * ma->mirr;
+ colf[1]+= ringf * ma->mirg;
+ colf[2]+= ringf * ma->mirb;
+
+ if(har->type & HA_XALPHA) colf[3]+= ringf*ringf;
+ else colf[3]+= ringf;
+ }
+
+ /* convert to [0.0; 1.0] range */
+ col[0] = colf[0] / 255.0;
+ col[1] = colf[1] / 255.0;
+ col[2] = colf[2] / 255.0;
+ col[3] = colf[3];
+
+} /* end of shadeHaloFloat() */
+
+/* ------------------------------------------------------------------------- */
+
+void renderSpotHaloPixel(float x, float y, float* target)
+{
+ float u = 0.0, v = 0.0;
+
+#ifdef RE_FAKE_SPOTHALO_PIXELS
+ target[0] = 0.0;
+ target[1] = 1.0;
+ target[2] = 0.0;
+ target[3] = 1.0;
+ return;
+#endif
+
+ /* Strange fix? otherwise done inside shadepixel. It's sort */
+ /* of like telling this is a 'sky' pixel. */
+ R.vlaknr = 0;
+ target[3] = 0.0;
+
+ /*
+ Here's the viewvector setting again.
+ */
+ if( (G.special1 & G_HOLO) && ((Camera *)G.scene->camera->data)->flag & CAM_HOLO2) {
+ R.view[0]= (x+(R.xstart)+1.0+holoofs);
+ }
+ else {
+ R.view[0]= (x+(R.xstart)+1.0);
+ }
+
+ if(R.flag & R_SEC_FIELD) {
+ if(R.r.mode & R_ODDFIELD) R.view[1]= (y+R.ystart+0.5)*R.ycor;
+ else R.view[1]= (y+R.ystart+1.5)*R.ycor;
+ }
+ else R.view[1]= (y+R.ystart+1.0)*R.ycor;
+
+ R.view[2]= -R.viewfac;
+
+ if(R.r.mode & R_PANORAMA) {
+ float panoco, panosi;
+ panoco = getPanovCo();
+ panosi = getPanovSi();
+ u= R.view[0]; v= R.view[2];
+
+ R.view[0]= panoco*u + panosi*v;
+ R.view[2]= -panosi*u + panoco*v;
+ }
+
+ R.co[2]= 0.0;
+
+ /* This little function is a patch for spothalos on non-covered pixels. */
+ renderspothaloFix(target);
+
+} /* end of void renderSpotHaloPixel(float x, float y, float colbuf[4]) */
+
+/* ------------------------------------------------------------------------- */
+/*
+ This routine is only for sky-pixels. Therefore, no gamma needs to be done.
+ One strange side-effect is when you have a negative halo lamp. This suddenly
+ gives loads of colour. That particular case has been explicitly guarded: no
+ halo for negative halo spots!
+
+ This routine uses the viewvector in R... to determine what to shade. Just
+ deposit the colour to be blended in col.
+
+ I would like to add colours 'normally', so this routine would be the same
+ for spothalo on covered pixels, but that doesn't work. Some strange clipping
+ occurs...
+ */
+void renderspothaloFix(float *col)
+{
+ LampRen *lar;
+ float i;
+ int a;
+
+ for(a=0; a<R.totlamp; a++) {
+ lar= R.la[a];
+ if((lar->type==LA_SPOT)
+ && (lar->mode & LA_HALO)
+ && !(lar->mode & LA_NEG)
+ && (lar->haint>0)) {
+
+ if(lar->org) {
+ lar->r= lar->org->r;
+ lar->g= lar->org->g;
+ lar->b= lar->org->b;
+ }
+
+ /* returns the intensity in i */
+ spotHaloFloat(lar, R.view, &i);
+
+ if(i>0.0) {
+ /* Premul colours here! */
+ col[0] = i * lar->r;
+ col[1] = i * lar->g;
+ col[2] = i * lar->b;
+ col[3] = i;
+ }
+ }
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/*
+
+ There are three different modes for blending sky behind a picture:
+ 1. sky = blend in sky directly
+ 2. premul = don't do sky, but apply alpha (so pretend the picture ends
+ exactly at it's boundaries)
+ 3. key = don't do anything
+ Now the stupid thing is that premul means do nothing for us, and key
+ we have to adjust a bit...
+
+*/
+
+/* Sky vars. */
+enum RE_SkyAlphaBlendingType keyingType = RE_ALPHA_SKY; /* The blending type */
+
+void setSkyBlendingMode(enum RE_SkyAlphaBlendingType mode) {
+ if ((RE_ALPHA_NODEF < mode) && (mode < RE_ALPHA_MAX) ) {
+ keyingType = mode;
+ } else {
+ /* error: false mode received */
+ keyingType = RE_ALPHA_SKY;
+ }
+}
+
+enum RE_SkyAlphaBlendingType getSkyBlendingMode() {
+ return keyingType;
+}
+
+/* This one renders into collector, as always. */
+void renderSkyPixelFloat(float x, float y)
+{
+#ifdef RE_FAKE_SKY_PIXELS
+ collector[0] = 1.0;
+ collector[1] = 1.0;
+ collector[2] = 0.0;
+ collector[3] = 1.0;
+ return;
+#endif
+
+ switch (keyingType) {
+ case RE_ALPHA_PREMUL:
+ /* Premul: don't fill, and don't change the values! */
+ case RE_ALPHA_KEY:
+ /*
+ Key: Leave pixels fully coloured, but retain alpha data, so you
+ can composit the picture later on.
+ - Should operate on the stack outcome!
+ */
+/* collector[0] = 0.0; */
+/* collector[1] = 0.0; */
+/* collector[2] = 0.0; */
+/* collector[3] = 0.0; */
+ collector[3]= 0.0;
+ collector[0]= R.wrld.horr;
+ collector[1]= R.wrld.horg;
+ collector[2]= R.wrld.horb;
+ break;
+ case RE_ALPHA_SKY:
+ /* Fill in the sky as if it were a normal face. */
+ shadeSkyPixel(x, y);
+ break;
+ default:
+ ; /* Error: illegal alpha blending state */
+ }
+}
+
+/*
+ Stuff the sky colour into the collector.
+ */
+void shadeSkyPixel(float fx, float fy) {
+
+ /*
+ The rules for sky:
+ 1. Draw an image, if a background image was provided. Stop
+ 2. get texture and colour blend, and combine these.
+ */
+
+ float fac;
+
+ /* 1. Do a backbuffer image: */
+ if(R.r.bufflag & 1) {
+ fillBackgroundImage(fx, fy);
+ return;
+ } else if((R.wrld.skytype & (WO_SKYBLEND+WO_SKYTEX))==0) {
+ /*
+ 2. Test for these types of sky. The old renderer always had to check for
+ coverage, but we don't need that anymore
+ - SKYBLEND or SKYTEX disabled: fill in a flat colour
+ - otherwise, do the appropriate mapping (tex or colour blend)
+ There used to be cached chars here, but they are not useful anymore
+ */
+ collector[0] = R.wrld.horr;
+ collector[1] = R.wrld.horg;
+ collector[2] = R.wrld.horb;
+ collector[3] = RE_UNITY_COLOUR_FLOAT;
+ } else {
+ /*
+ 3. Which type(s) is(are) this (these)? This has to be done when no simple
+ way of determining the colour exists.
+ */
+
+ /* This one true because of the context of this routine */
+/* if(rect[3] < 254) { */
+ if(R.wrld.skytype & WO_SKYPAPER) {
+ R.view[0]= (fx+(R.xstart))/(float)R.afmx;
+ R.view[1]= (fy+(R.ystart))/(float)R.afmy;
+ R.view[2]= 0.0;
+ }
+ else {
+ /* Wasn't this some pano stuff? */
+ R.view[0]= (fx+(R.xstart)+1.0);
+
+ if(R.flag & R_SEC_FIELD) {
+ if(R.r.mode & R_ODDFIELD) R.view[1]= (fy+R.ystart+0.5)*R.ycor;
+ else R.view[1]= (fy+R.ystart+1.5)*R.ycor;
+ }
+ else R.view[1]= (fy+R.ystart+1.0)*R.ycor;
+
+ R.view[2]= -R.viewfac;
+
+ fac= Normalise(R.view);
+ if(R.wrld.skytype & WO_SKYTEX) {
+ O.dxview= 1.0/fac;
+ O.dyview= R.ycor/fac;
+ }
+ }
+
+ if(R.r.mode & R_PANORAMA) {
+ float panoco, panosi;
+ float u, v;
+
+ panoco = getPanovCo();
+ panosi = getPanovSi();
+ u= R.view[0]; v= R.view[2];
+
+ R.view[0]= panoco*u + panosi*v;
+ R.view[2]= -panosi*u + panoco*v;
+ }
+
+ /* get sky colour in the collector */
+ shadeSkyPixelFloat(fy);
+ }
+
+
+}
+
+/* Only line number is important here. Result goes to collector[4] */
+void shadeSkyPixelFloat(float y)
+{
+
+ /* Why is this setting forced? Seems silly to me. It is tested in the texture unit. */
+ R.wrld.skytype |= WO_ZENUP;
+
+ /* Some view vector stuff. */
+ if(R.wrld.skytype & WO_SKYREAL) {
+
+ R.inprz= R.view[0]*R.grvec[0]+ R.view[1]*R.grvec[1]+ R.view[2]*R.grvec[2];
+
+ if(R.inprz<0.0) R.wrld.skytype-= WO_ZENUP;
+ R.inprz= fabs(R.inprz);
+ }
+ else if(R.wrld.skytype & WO_SKYPAPER) {
+ R.inprz= 0.5+ 0.5*R.view[1];
+ }
+ else {
+ /* the fraction of how far we are above the bottom of the screen */
+ R.inprz= fabs(0.5+ R.view[1]);
+ }
+
+ /* Careful: SKYTEX and SKYBLEND are NOT mutually exclusive! If */
+ /* SKYBLEND is active, the texture and colour blend are added. */
+ if(R.wrld.skytype & WO_SKYTEX) {
+ VECCOPY(R.lo, R.view);
+ if(R.wrld.skytype & WO_SKYREAL) {
+
+ MTC_Mat3MulVecfl(R.imat, R.lo);
+
+ SWAP(float, R.lo[1], R.lo[2]);
+
+ }
+
+ R.osatex= 0;
+
+ /* sky texture? I wonder how this manages to work... */
+ /* Does this communicate with R.wrld.hor{rgb}? Yes. */
+ do_sky_tex();
+ /* internally, T{rgb} are used for communicating colours in the */
+ /* texture pipe, externally, this particular routine uses the */
+ /* R.wrld.hor{rgb} thingies. */
+
+ }
+
+ /* Why are this R. members? */
+ if(R.inprz>1.0) R.inprz= 1.0;
+ R.inprh= 1.0-R.inprz;
+
+ /* No clipping, no conversion! */
+ if(R.wrld.skytype & WO_SKYBLEND) {
+ collector[0] = (R.inprh*R.wrld.horr + R.inprz*R.wrld.zenr);
+ collector[1] = (R.inprh*R.wrld.horg + R.inprz*R.wrld.zeng);
+ collector[2] = (R.inprh*R.wrld.horb + R.inprz*R.wrld.zenb);
+ } else {
+ /* Done when a texture was grabbed. */
+ collector[0]= R.wrld.horr;
+ collector[1]= R.wrld.horg;
+ collector[2]= R.wrld.horb;
+ }
+
+ collector[3]= RE_UNITY_COLOUR_FLOAT;
+ /* om verkeerde optimalisatie alphaover van flares te voorkomen */
+ /* ??? seems strange to me... This used to be a 1 when the colours */
+ /* were chars. might need a separate flag for this... */
+}
+
+
+/*
+ Render pixel (x,y) from the backbuffer into the collector
+
+ backbuf is type Image, backbuf->ibuf is an ImBuf. ibuf->rect is the
+ rgba data (32 bit total), in ibuf->x by ibuf->y pixels. Copying
+ should be really easy. I hope I understand the way ImBuf works
+ correctly. (nzc)
+*/
+void fillBackgroundImage(float x, float y)
+{
+
+ int iy, ix;
+ unsigned int* imBufPtr;
+ char *colSource;
+
+ /* This double check is bad... */
+ if (!(R.backbuf->ok)) {
+ /* Something went sour here... bail... */
+ collector[0] = 0.0;
+ collector[1] = 0.0;
+ collector[2] = 0.0;
+ collector[3] = 1.0;
+ return;
+ }
+ /* load image if not already done?*/
+ if(R.backbuf->ibuf==0) {
+ R.backbuf->ibuf= IMB_loadiffname(R.backbuf->name, IB_rect);
+ if(R.backbuf->ibuf==0) {
+ /* load failed .... keep skipping */
+ R.backbuf->ok= 0;
+ return;
+ }
+ }
+
+ /* Now for the real extraction: */
+ /* Get the y-coordinate of the scanline? */
+ iy= (int) ((y+R.afmy+R.ystart)*R.backbuf->ibuf->y)/(2*R.afmy);
+ ix= (int) ((x+R.afmx+R.xstart)*R.backbuf->ibuf->x)/(2*R.afmx);
+
+ /* correct in case of fields rendering: */
+ if(R.flag & R_SEC_FIELD) {
+ if((R.r.mode & R_ODDFIELD)==0) {
+ if( iy<R.backbuf->ibuf->y) iy++;
+ }
+ else {
+ if( iy>0) iy--;
+ }
+ }
+
+ /* Offset into the buffer: start of scanline y: */
+ imBufPtr = R.backbuf->ibuf->rect
+ + (iy * R.backbuf->ibuf->x)
+ + ix;
+
+ colSource = (char*) imBufPtr;
+
+ cpCharColV2FloatColV(colSource, collector);
+
+}
+
+/* eof */