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Diffstat (limited to 'source/blender/render/intern/source/shadeinput.c')
-rw-r--r--source/blender/render/intern/source/shadeinput.c1490
1 files changed, 1490 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
new file mode 100644
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+++ b/source/blender/render/intern/source/shadeinput.c
@@ -0,0 +1,1490 @@
+/*
+ * ***** BEGIN GPL 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2006 Blender Foundation
+ * All rights reserved.
+ *
+ * Contributors: Hos, Robert Wenzlaff.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/render/intern/source/shadeinput.c
+ * \ingroup render
+ */
+
+
+#include <stdio.h>
+#include <math.h>
+#include <string.h>
+
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_lamp_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_material_types.h"
+#include "DNA_particle_types.h"
+
+#include "BKE_scene.h"
+
+#include "BKE_node.h"
+
+/* local include */
+#include "raycounter.h"
+#include "render_types.h"
+#include "renderdatabase.h"
+#include "rendercore.h"
+#include "shading.h"
+#include "strand.h"
+#include "texture.h"
+#include "volumetric.h"
+#include "zbuf.h"
+
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
+/* only to be used here in this file, it's for speed */
+extern struct Render R;
+/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
+
+/* Shade Sample order:
+ *
+ * - shade_samples_fill_with_ps()
+ * - for each sample
+ * - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle()
+ * - if vlr
+ * - shade_input_set_viewco() <- not for ray or bake
+ * - shade_input_set_uv() <- not for ray or bake
+ * - shade_input_set_normals()
+ * - shade_samples()
+ * - if AO
+ * - shade_samples_do_AO()
+ * - if shading happens
+ * - for each sample
+ * - shade_input_set_shade_texco()
+ * - shade_samples_do_shade()
+ * - OSA: distribute sample result with filter masking
+ *
+ */
+
+/* initialize material variables in shadeinput,
+ * doing inverse gamma correction where applicable */
+void shade_input_init_material(ShadeInput *shi)
+{
+ /* note, keep this synced with render_types.h */
+ memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float));
+ shi->har = shi->mat->har;
+}
+
+/* also used as callback for nodes */
+/* delivers a fully filled in ShadeResult, for all passes */
+void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
+{
+
+ shade_lamp_loop(shi, shr); /* clears shr */
+
+ if (shi->translucency != 0.0f) {
+ ShadeResult shr_t;
+ float fac = shi->translucency;
+
+ shade_input_init_material(shi);
+ negate_v3_v3(shi->vn, shi->vno);
+ negate_v3(shi->facenor);
+ shi->depth++; /* hack to get real shadow now */
+ shade_lamp_loop(shi, &shr_t);
+ shi->depth--;
+
+ /* a couple of passes */
+ madd_v3_v3fl(shr->combined, shr_t.combined, fac);
+ if (shi->passflag & SCE_PASS_SPEC)
+ madd_v3_v3fl(shr->spec, shr_t.spec, fac);
+ if (shi->passflag & SCE_PASS_DIFFUSE) {
+ madd_v3_v3fl(shr->diff, shr_t.diff, fac);
+ madd_v3_v3fl(shr->diffshad, shr_t.diffshad, fac);
+ }
+ if (shi->passflag & SCE_PASS_SHADOW)
+ madd_v3_v3fl(shr->shad, shr_t.shad, fac);
+
+ negate_v3(shi->vn);
+ negate_v3(shi->facenor);
+ }
+
+ /* depth >= 1 when ray-shading */
+ if (shi->depth == 0 || shi->volume_depth > 0) {
+ if (R.r.mode & R_RAYTRACE) {
+ if (shi->ray_mirror != 0.0f || ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha != 1.0f)) {
+ /* ray trace works on combined, but gives pass info */
+ ray_trace(shi, shr);
+ }
+ }
+ /* disable adding of sky for raytransp */
+ if ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP))
+ if ((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode == R_ADDSKY))
+ shr->alpha = 1.0f;
+ }
+
+ if (R.r.mode & R_RAYTRACE) {
+ if (R.render_volumes_inside.first)
+ shade_volume_inside(shi, shr);
+ }
+}
+
+
+/* do a shade, finish up some passes, apply mist */
+void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
+{
+ bool compat = false;
+ float alpha;
+
+ /* ------ main shading loop -------- */
+#ifdef RE_RAYCOUNTER
+ memset(&shi->raycounter, 0, sizeof(shi->raycounter));
+#endif
+
+ if (shi->mat->nodetree && shi->mat->use_nodes) {
+ compat = ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
+ }
+
+ /* also run this when node shaders fail, due to incompatible shader nodes */
+ if (compat == false) {
+ /* copy all relevant material vars, note, keep this synced with render_types.h */
+ shade_input_init_material(shi);
+
+ if (shi->mat->material_type == MA_TYPE_VOLUME) {
+ if (R.r.mode & R_RAYTRACE) {
+ shade_volume_outside(shi, shr);
+ }
+ }
+ else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */
+ shade_material_loop(shi, shr);
+ }
+ }
+
+ /* copy additional passes */
+ if (shi->passflag & (SCE_PASS_VECTOR | SCE_PASS_NORMAL)) {
+ copy_v4_v4(shr->winspeed, shi->winspeed);
+ copy_v3_v3(shr->nor, shi->vn);
+ }
+
+ /* MIST */
+ if ((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0)) {
+ if (R.r.mode & R_ORTHO)
+ shr->mist = mistfactor(-shi->co[2], shi->co);
+ else
+ shr->mist = mistfactor(len_v3(shi->co), shi->co);
+ }
+ else shr->mist = 0.0f;
+
+ if ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0) {
+ alpha = shr->mist;
+ }
+ else alpha = 1.0f;
+
+ /* add mist and premul color */
+ if (shr->alpha != 1.0f || alpha != 1.0f) {
+ float fac = alpha * (shr->alpha);
+ shr->combined[3] = fac;
+
+ if (shi->mat->material_type != MA_TYPE_VOLUME)
+ mul_v3_fl(shr->combined, fac);
+ }
+ else
+ shr->combined[3] = 1.0f;
+
+ /* add z */
+ shr->z = -shi->co[2];
+
+ /* RAYHITS */
+#if 0
+ if (1 || shi->passflag & SCE_PASS_RAYHITS) {
+ shr->rayhits[0] = (float)shi->raycounter.faces.test;
+ shr->rayhits[1] = (float)shi->raycounter.bb.hit;
+ shr->rayhits[2] = 0.0;
+ shr->rayhits[3] = 1.0;
+ }
+#endif
+
+ RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
+}
+
+/* **************************************************************************** */
+/* ShadeInput */
+/* **************************************************************************** */
+
+
+void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3)
+{
+ /* to prevent storing new tfaces or vcols, we check a split runtime */
+ /* 4---3 4---3 */
+ /* |\ 1| or |1 /| */
+ /* |0\ | |/ 0| */
+ /* 1---2 1---2 0 = orig face, 1 = new face */
+
+ /* Update vert nums to point to correct verts of original face */
+ if (vlr->flag & R_DIVIDE_24) {
+ if (vlr->flag & R_FACE_SPLIT) {
+ (*i1)++; (*i2)++; (*i3)++;
+ }
+ else {
+ (*i3)++;
+ }
+ }
+ else if (vlr->flag & R_FACE_SPLIT) {
+ (*i2)++; (*i3)++;
+ }
+}
+
+/* copy data from face to ShadeInput, general case */
+/* indices 0 1 2 3 only */
+void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen *vlr, short i1, short i2, short i3)
+{
+ VertRen **vpp = &vlr->v1;
+
+ shi->vlr = vlr;
+ shi->obi = obi;
+ shi->obr = obi->obr;
+
+ shi->v1 = vpp[i1];
+ shi->v2 = vpp[i2];
+ shi->v3 = vpp[i3];
+
+ shi->i1 = i1;
+ shi->i2 = i2;
+ shi->i3 = i3;
+
+ /* note, shi->mat is set in node shaders */
+ shi->mat = shi->mat_override ? shi->mat_override : vlr->mat;
+
+ shi->osatex = (shi->mat->texco & TEXCO_OSA);
+ shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */
+ shi->mode2 = shi->mat->mode2_l;
+
+ /* facenormal copy, can get flipped */
+ shi->flippednor = 0;
+ RE_vlakren_get_normal(&R, obi, vlr, shi->facenor);
+
+ /* calculate vertexnormals */
+ if (vlr->flag & R_SMOOTH) {
+ copy_v3_v3(shi->n1, shi->v1->n);
+ copy_v3_v3(shi->n2, shi->v2->n);
+ copy_v3_v3(shi->n3, shi->v3->n);
+
+ if (obi->flag & R_TRANSFORMED) {
+ mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1);
+ mul_m3_v3(obi->nmat, shi->n2); normalize_v3(shi->n2);
+ mul_m3_v3(obi->nmat, shi->n3); normalize_v3(shi->n3);
+ }
+ }
+}
+
+/* copy data from face to ShadeInput, scanline case */
+void shade_input_set_triangle(ShadeInput *shi, int obi, int facenr, int UNUSED(normal_flip))
+{
+ if (facenr > 0) {
+ shi->obi = &R.objectinstance[obi];
+ shi->obr = shi->obi->obr;
+ shi->facenr = (facenr - 1) & RE_QUAD_MASK;
+ if (shi->facenr < shi->obr->totvlak) {
+ VlakRen *vlr = RE_findOrAddVlak(shi->obr, shi->facenr);
+
+ if (facenr & RE_QUAD_OFFS)
+ shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 2, 3);
+ else
+ shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 1, 2);
+ }
+ else
+ shi->vlr = NULL; /* general signal we got sky */
+ }
+ else
+ shi->vlr = NULL; /* general signal we got sky */
+}
+
+/* full osa case: copy static info */
+void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from)
+{
+ /* not so nice, but works... warning is in RE_shader_ext.h */
+ memcpy(shi, from, sizeof(struct ShadeInputCopy));
+}
+
+/* copy data from strand to shadeinput */
+void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint)
+{
+ /* note, shi->mat is set in node shaders */
+ shi->mat = shi->mat_override ? shi->mat_override : strand->buffer->ma;
+
+ shi->osatex = (shi->mat->texco & TEXCO_OSA);
+ shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */
+
+ /* shade_input_set_viewco equivalent */
+ copy_v3_v3(shi->co, spoint->co);
+ copy_v3_v3(shi->view, shi->co);
+ normalize_v3(shi->view);
+
+ shi->xs = (int)spoint->x;
+ shi->ys = (int)spoint->y;
+
+ if (shi->osatex || (R.r.mode & R_SHADOW)) {
+ copy_v3_v3(shi->dxco, spoint->dtco);
+ copy_v3_v3(shi->dyco, spoint->dsco);
+ }
+
+ /* dxview, dyview, not supported */
+
+ /* facenormal, simply viewco flipped */
+ copy_v3_v3(shi->facenor, spoint->nor);
+
+ /* shade_input_set_normals equivalent */
+ if (shi->mat->mode & MA_TANGENT_STR) {
+ copy_v3_v3(shi->vn, spoint->tan);
+ }
+ else {
+ float cross[3];
+
+ cross_v3_v3v3(cross, spoint->co, spoint->tan);
+ cross_v3_v3v3(shi->vn, cross, spoint->tan);
+ normalize_v3(shi->vn);
+
+ if (dot_v3v3(shi->vn, shi->view) < 0.0f)
+ negate_v3(shi->vn);
+ }
+
+ copy_v3_v3(shi->vno, shi->vn);
+}
+
+void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint)
+{
+ StrandBuffer *strandbuf = strand->buffer;
+ ObjectRen *obr = strandbuf->obr;
+ StrandVert *sv;
+ int mode = shi->mode; /* or-ed result for all nodes */
+ short texco = shi->mat->texco;
+
+ if ((shi->mat->texco & TEXCO_REFL)) {
+ /* shi->dxview, shi->dyview, not supported */
+ }
+
+ if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL))) {
+ /* not supported */
+ }
+
+ if (mode & (MA_TANGENT_V | MA_NORMAP_TANG)) {
+ copy_v3_v3(shi->tang, spoint->tan);
+ copy_v3_v3(shi->nmaptang, spoint->tan);
+ }
+
+ if (mode & MA_STR_SURFDIFF) {
+ const float *surfnor = RE_strandren_get_surfnor(obr, strand, 0);
+
+ if (surfnor)
+ copy_v3_v3(shi->surfnor, surfnor);
+ else
+ copy_v3_v3(shi->surfnor, shi->vn);
+
+ if (shi->mat->strand_surfnor > 0.0f) {
+ shi->surfdist = 0.0f;
+ for (sv = strand->vert; sv != svert; sv++)
+ shi->surfdist += len_v3v3(sv->co, (sv + 1)->co);
+ shi->surfdist += spoint->t * len_v3v3(sv->co, (sv + 1)->co);
+ }
+ }
+
+ if (R.r.mode & R_SPEED) {
+ const float *speed;
+
+ speed = RE_strandren_get_winspeed(shi->obi, strand, 0);
+ if (speed)
+ copy_v4_v4(shi->winspeed, speed);
+ else
+ shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f;
+ }
+
+ /* shade_input_set_shade_texco equivalent */
+ if (texco & NEED_UV) {
+ if (texco & TEXCO_ORCO) {
+ copy_v3_v3(shi->lo, strand->orco);
+ /* no shi->osatex, orco derivatives are zero */
+ }
+
+ if (texco & TEXCO_GLOB) {
+ mul_v3_m4v3(shi->gl, R.viewinv, shi->co);
+
+ if (shi->osatex) {
+ mul_v3_mat3_m4v3(shi->dxgl, R.viewinv, shi->dxco);
+ mul_v3_mat3_m4v3(shi->dygl, R.viewinv, shi->dyco);
+ }
+ }
+
+ if (texco & TEXCO_STRAND) {
+ shi->strandco = spoint->strandco;
+
+ if (shi->osatex) {
+ shi->dxstrand = spoint->dtstrandco;
+ shi->dystrand = 0.0f;
+ }
+ }
+
+ if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE))) {
+ MCol *mcol;
+ const float *uv;
+ char *name;
+ int i;
+
+ shi->totuv = 0;
+ shi->totcol = 0;
+ shi->actuv = obr->actmtface;
+ shi->actcol = obr->actmcol;
+
+ if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) {
+ for (i = 0; (mcol = RE_strandren_get_mcol(obr, strand, i, &name, 0)); i++) {
+ ShadeInputCol *scol = &shi->col[i];
+ const char *cp = (char *)mcol;
+
+ shi->totcol++;
+ scol->name = name;
+
+ scol->col[0] = cp[3] / 255.0f;
+ scol->col[1] = cp[2] / 255.0f;
+ scol->col[2] = cp[1] / 255.0f;
+ scol->col[3] = cp[0] / 255.0f;
+ }
+
+ if (shi->totcol) {
+ shi->vcol[0] = shi->col[shi->actcol].col[0];
+ shi->vcol[1] = shi->col[shi->actcol].col[1];
+ shi->vcol[2] = shi->col[shi->actcol].col[2];
+ shi->vcol[3] = shi->col[shi->actcol].col[3];
+ }
+ else {
+ shi->vcol[0] = 0.0f;
+ shi->vcol[1] = 0.0f;
+ shi->vcol[2] = 0.0f;
+ shi->vcol[3] = 0.0f;
+ }
+ }
+
+ for (i = 0; (uv = RE_strandren_get_uv(obr, strand, i, &name, 0)); i++) {
+ ShadeInputUV *suv = &shi->uv[i];
+
+ shi->totuv++;
+ suv->name = name;
+
+ if (strandbuf->overrideuv == i) {
+ suv->uv[0] = -1.0f;
+ suv->uv[1] = spoint->strandco;
+ suv->uv[2] = 0.0f;
+ }
+ else {
+ suv->uv[0] = -1.0f + 2.0f * uv[0];
+ suv->uv[1] = -1.0f + 2.0f * uv[1];
+ suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
+ }
+
+ if (shi->osatex) {
+ suv->dxuv[0] = 0.0f;
+ suv->dxuv[1] = 0.0f;
+ suv->dyuv[0] = 0.0f;
+ suv->dyuv[1] = 0.0f;
+ }
+
+ if ((mode & MA_FACETEXTURE) && i == obr->actmtface) {
+ if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) {
+ shi->vcol[0] = 1.0f;
+ shi->vcol[1] = 1.0f;
+ shi->vcol[2] = 1.0f;
+ shi->vcol[3] = 1.0f;
+ }
+ }
+ }
+
+ if (shi->totuv == 0) {
+ ShadeInputUV *suv = &shi->uv[0];
+
+ suv->uv[0] = 0.0f;
+ suv->uv[1] = spoint->strandco;
+ suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
+
+ if (mode & MA_FACETEXTURE) {
+ /* no tface? set at 1.0f */
+ shi->vcol[0] = 1.0f;
+ shi->vcol[1] = 1.0f;
+ shi->vcol[2] = 1.0f;
+ shi->vcol[3] = 1.0f;
+ }
+ }
+
+ }
+
+ if (texco & TEXCO_NORM) {
+ shi->orn[0] = -shi->vn[0];
+ shi->orn[1] = -shi->vn[1];
+ shi->orn[2] = -shi->vn[2];
+ }
+
+ if (texco & TEXCO_STRESS) {
+ /* not supported */
+ }
+
+ if (texco & TEXCO_TANGENT) {
+ if ((mode & MA_TANGENT_V) == 0) {
+ /* just prevent surprises */
+ shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
+ shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
+ }
+ }
+ }
+
+ /* this only avalailable for scanline renders */
+ if (shi->depth == 0) {
+ if (texco & TEXCO_WINDOW) {
+ shi->winco[0] = -1.0f + 2.0f * spoint->x / (float)R.winx;
+ shi->winco[1] = -1.0f + 2.0f * spoint->y / (float)R.winy;
+ shi->winco[2] = 0.0f;
+
+ /* not supported */
+ if (shi->osatex) {
+ shi->dxwin[0] = 0.0f;
+ shi->dywin[1] = 0.0f;
+ shi->dxwin[0] = 0.0f;
+ shi->dywin[1] = 0.0f;
+ }
+ }
+ }
+
+ if (shi->do_manage) {
+ if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) {
+ srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
+ }
+ }
+
+}
+
+/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
+void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3])
+{
+ /* returns not normalized, so is in viewplane coords */
+ calc_view_vector(view, x, y);
+
+ if (shi->mat->material_type == MA_TYPE_WIRE) {
+ /* wire cannot use normal for calculating shi->co, so
+ * we reconstruct the coordinate less accurate */
+ if (R.r.mode & R_ORTHO)
+ calc_renderco_ortho(co, x, y, z);
+ else
+ calc_renderco_zbuf(co, view, z);
+ }
+ else {
+ /* for non-wire, intersect with the triangle to get the exact coord */
+ float fac, dface, v1[3];
+
+ copy_v3_v3(v1, shi->v1->co);
+ if (shi->obi->flag & R_TRANSFORMED)
+ mul_m4_v3(shi->obi->mat, v1);
+
+ dface = dot_v3v3(v1, shi->facenor);
+
+ /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
+ if (R.r.mode & R_ORTHO) {
+ /* x and y 3d coordinate can be derived from pixel coord and winmat */
+ float fx = 2.0f / (R.winx * R.winmat[0][0]);
+ float fy = 2.0f / (R.winy * R.winmat[1][1]);
+
+ co[0] = (x - 0.5f * R.winx) * fx - R.winmat[3][0] / R.winmat[0][0];
+ co[1] = (y - 0.5f * R.winy) * fy - R.winmat[3][1] / R.winmat[1][1];
+
+ /* using a*x + b*y + c*z = d equation, (a b c) is normal */
+ if (shi->facenor[2] != 0.0f)
+ co[2] = (dface - shi->facenor[0] * co[0] - shi->facenor[1] * co[1]) / shi->facenor[2];
+ else
+ co[2] = 0.0f;
+
+ if (dxco && dyco) {
+ dxco[0] = fx;
+ dxco[1] = 0.0f;
+ if (shi->facenor[2] != 0.0f)
+ dxco[2] = -(shi->facenor[0] * fx) / shi->facenor[2];
+ else
+ dxco[2] = 0.0f;
+
+ dyco[0] = 0.0f;
+ dyco[1] = fy;
+ if (shi->facenor[2] != 0.0f)
+ dyco[2] = -(shi->facenor[1] * fy) / shi->facenor[2];
+ else
+ dyco[2] = 0.0f;
+
+ if (dxyview) {
+ fac = (co[2] != 0.0f) ? (1.0f / co[2]) : 0.0f;
+ dxyview[0] = -R.viewdx * fac;
+ dxyview[1] = -R.viewdy * fac;
+ }
+ }
+ }
+ else {
+ float div;
+
+ div = dot_v3v3(shi->facenor, view);
+ if (div != 0.0f) fac = dface / div;
+ else fac = 0.0f;
+
+ co[0] = fac * view[0];
+ co[1] = fac * view[1];
+ co[2] = fac * view[2];
+
+ /* pixel dx/dy for render coord */
+ if (dxco && dyco) {
+ float u = dface / (div - R.viewdx * shi->facenor[0]);
+ float v = dface / (div - R.viewdy * shi->facenor[1]);
+
+ dxco[0] = co[0] - (view[0] - R.viewdx) * u;
+ dxco[1] = co[1] - (view[1]) * u;
+ dxco[2] = co[2] - (view[2]) * u;
+
+ dyco[0] = co[0] - (view[0]) * v;
+ dyco[1] = co[1] - (view[1] - R.viewdy) * v;
+ dyco[2] = co[2] - (view[2]) * v;
+
+ if (dxyview) {
+ if (fac != 0.0f) fac = 1.0f / fac;
+ dxyview[0] = -R.viewdx * fac;
+ dxyview[1] = -R.viewdy * fac;
+ }
+ }
+ }
+ }
+
+ /* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space)
+ * however for raytrace it can be different - the position of the last intersection */
+ shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f;
+
+ /* cannot normalize earlier, code above needs it at viewplane level */
+ normalize_v3(view);
+}
+
+/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
+void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z)
+{
+ float *dxyview = NULL, *dxco = NULL, *dyco = NULL;
+
+ /* currently in use for dithering (soft shadow), node preview, irregular shad */
+ shi->xs = (int)xs;
+ shi->ys = (int)ys;
+
+ /* original scanline coordinate without jitter */
+ shi->scanco[0] = x;
+ shi->scanco[1] = y;
+ shi->scanco[2] = z;
+
+ /* check if we need derivatives */
+ if (shi->osatex || (R.r.mode & R_SHADOW)) {
+ dxco = shi->dxco;
+ dyco = shi->dyco;
+
+ if ((shi->mat->texco & TEXCO_REFL))
+ dxyview = &shi->dxview;
+ }
+
+ shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco);
+}
+
+void barycentric_differentials_from_position(
+ const float co[3], const float v1[3], const float v2[3], const float v3[3],
+ const float dxco[3], const float dyco[3], const float facenor[3], const bool differentials,
+ float *u, float *v, float *dx_u, float *dx_v, float *dy_u, float *dy_v)
+{
+ /* find most stable axis to project */
+ int axis1, axis2;
+ axis_dominant_v3(&axis1, &axis2, facenor);
+
+ /* compute u,v and derivatives */
+ float t00 = v3[axis1] - v1[axis1];
+ float t01 = v3[axis2] - v1[axis2];
+ float t10 = v3[axis1] - v2[axis1];
+ float t11 = v3[axis2] - v2[axis2];
+
+ float detsh = (t00 * t11 - t10 * t01);
+ detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f;
+ t00 *= detsh; t01 *= detsh;
+ t10 *= detsh; t11 *= detsh;
+
+ *u = (v3[axis1] - co[axis1]) * t11 - (v3[axis2] - co[axis2]) * t10;
+ *v = (v3[axis2] - co[axis2]) * t00 - (v3[axis1] - co[axis1]) * t01;
+ if (differentials) {
+ *dx_u = dxco[axis1] * t11 - dxco[axis2] * t10;
+ *dx_v = dxco[axis2] * t00 - dxco[axis1] * t01;
+ *dy_u = dyco[axis1] * t11 - dyco[axis2] * t10;
+ *dy_v = dyco[axis2] * t00 - dyco[axis1] * t01;
+ }
+}
+/* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
+void shade_input_set_uv(ShadeInput *shi)
+{
+ VlakRen *vlr = shi->vlr;
+
+ if ((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) {
+ float v1[3], v2[3], v3[3];
+
+ copy_v3_v3(v1, shi->v1->co);
+ copy_v3_v3(v2, shi->v2->co);
+ copy_v3_v3(v3, shi->v3->co);
+
+ if (shi->obi->flag & R_TRANSFORMED) {
+ mul_m4_v3(shi->obi->mat, v1);
+ mul_m4_v3(shi->obi->mat, v2);
+ mul_m4_v3(shi->obi->mat, v3);
+ }
+
+ /* exception case for wire render of edge */
+ if (vlr->v2 == vlr->v3) {
+ float lend, lenc;
+
+ lend = len_v3v3(v2, v1);
+ lenc = len_v3v3(shi->co, v1);
+
+ if (lend == 0.0f) {
+ shi->u = shi->v = 0.0f;
+ }
+ else {
+ shi->u = -(1.0f - lenc / lend);
+ shi->v = 0.0f;
+ }
+
+ if (shi->osatex) {
+ shi->dx_u = 0.0f;
+ shi->dx_v = 0.0f;
+ shi->dy_u = 0.0f;
+ shi->dy_v = 0.0f;
+ }
+ }
+ else {
+ barycentric_differentials_from_position(
+ shi->co, v1, v2, v3, shi->dxco, shi->dyco, shi->facenor, shi->osatex,
+ &shi->u, &shi->v, &shi->dx_u, &shi->dx_v, &shi->dy_u, &shi->dy_v);
+
+ shi->u = -shi->u;
+ shi->v = -shi->v;
+
+ /* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */
+ CLAMP(shi->u, -2.0f, 1.0f);
+ CLAMP(shi->v, -2.0f, 1.0f);
+ }
+ }
+}
+
+void shade_input_set_normals(ShadeInput *shi)
+{
+ float u = shi->u, v = shi->v;
+ float l = 1.0f + u + v;
+
+ shi->flippednor = 0;
+
+ /* test flip normals to viewing direction */
+ if (!(shi->vlr->flag & R_TANGENT)) {
+ if (dot_v3v3(shi->facenor, shi->view) < 0.0f) {
+ negate_v3(shi->facenor);
+ shi->flippednor = 1;
+ }
+ }
+
+ /* calculate vertexnormals */
+ if (shi->vlr->flag & R_SMOOTH) {
+ float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
+
+ if (shi->flippednor) {
+ negate_v3(n1);
+ negate_v3(n2);
+ negate_v3(n3);
+ }
+
+ shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0];
+ shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1];
+ shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2];
+
+ /* use unnormalized normal (closer to games) */
+ copy_v3_v3(shi->nmapnorm, shi->vn);
+
+ normalize_v3(shi->vn);
+ }
+ else {
+ copy_v3_v3(shi->vn, shi->facenor);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
+ }
+
+ /* used in nodes */
+ copy_v3_v3(shi->vno, shi->vn);
+
+ /* flip normals to viewing direction */
+ if (!(shi->vlr->flag & R_TANGENT))
+ if (dot_v3v3(shi->facenor, shi->view) < 0.0f)
+ shade_input_flip_normals(shi);
+}
+
+/* XXX shi->flippednor messes up otherwise */
+void shade_input_set_vertex_normals(ShadeInput *shi)
+{
+ float u = shi->u, v = shi->v;
+ float l = 1.0f + u + v;
+
+ /* calculate vertexnormals */
+ if (shi->vlr->flag & R_SMOOTH) {
+ const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
+
+ shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0];
+ shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1];
+ shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2];
+
+ /* use unnormalized normal (closer to games) */
+ copy_v3_v3(shi->nmapnorm, shi->vn);
+
+ normalize_v3(shi->vn);
+ }
+ else {
+ copy_v3_v3(shi->vn, shi->facenor);
+ copy_v3_v3(shi->nmapnorm, shi->vn);
+ }
+
+ /* used in nodes */
+ copy_v3_v3(shi->vno, shi->vn);
+}
+
+
+/* use by raytrace, sss, bake to flip into the right direction */
+void shade_input_flip_normals(ShadeInput *shi)
+{
+ negate_v3(shi->facenor);
+ negate_v3(shi->vn);
+ negate_v3(shi->vno);
+ negate_v3(shi->nmapnorm);
+ shi->flippednor = !shi->flippednor;
+}
+
+void shade_input_set_shade_texco(ShadeInput *shi)
+{
+ ObjectInstanceRen *obi = shi->obi;
+ ObjectRen *obr = shi->obr;
+ VertRen *v1 = shi->v1, *v2 = shi->v2, *v3 = shi->v3;
+ float u = shi->u, v = shi->v;
+ float l = 1.0f + u + v, dl;
+ int mode = shi->mode; /* or-ed result for all nodes */
+ int mode2 = shi->mode2;
+ short texco = shi->mat->texco;
+ const bool need_mikk_tangent = (mode & MA_NORMAP_TANG || R.flag & R_NEED_TANGENT);
+ const bool need_mikk_tangent_concrete = (mode2 & MA_TANGENT_CONCRETE) != 0;
+
+ /* calculate dxno */
+ if (shi->vlr->flag & R_SMOOTH) {
+
+ if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL)) ) {
+ const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
+
+ dl = shi->dx_u + shi->dx_v;
+ shi->dxno[0] = dl * n3[0] - shi->dx_u * n1[0] - shi->dx_v * n2[0];
+ shi->dxno[1] = dl * n3[1] - shi->dx_u * n1[1] - shi->dx_v * n2[1];
+ shi->dxno[2] = dl * n3[2] - shi->dx_u * n1[2] - shi->dx_v * n2[2];
+ dl = shi->dy_u + shi->dy_v;
+ shi->dyno[0] = dl * n3[0] - shi->dy_u * n1[0] - shi->dy_v * n2[0];
+ shi->dyno[1] = dl * n3[1] - shi->dy_u * n1[1] - shi->dy_v * n2[1];
+ shi->dyno[2] = dl * n3[2] - shi->dy_u * n1[2] - shi->dy_v * n2[2];
+
+ }
+ }
+
+ /* calc tangents */
+ if (mode & (MA_TANGENT_V | MA_NORMAP_TANG) || mode2 & MA_TANGENT_CONCRETE || R.flag & R_NEED_TANGENT) {
+ const float *s1, *s2, *s3;
+ float tl, tu, tv;
+
+ if (shi->vlr->flag & R_SMOOTH) {
+ tl = l;
+ tu = u;
+ tv = v;
+ }
+ else {
+ /* qdn: flat faces have tangents too,
+ * could pick either one, using average here */
+ tl = 1.0f / 3.0f;
+ tu = -1.0f / 3.0f;
+ tv = -1.0f / 3.0f;
+ }
+
+ shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
+ shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
+
+ if (mode & MA_TANGENT_V) {
+ s1 = RE_vertren_get_tangent(obr, v1, 0);
+ s2 = RE_vertren_get_tangent(obr, v2, 0);
+ s3 = RE_vertren_get_tangent(obr, v3, 0);
+
+ if (s1 && s2 && s3) {
+ shi->tang[0] = (tl * s3[0] - tu * s1[0] - tv * s2[0]);
+ shi->tang[1] = (tl * s3[1] - tu * s1[1] - tv * s2[1]);
+ shi->tang[2] = (tl * s3[2] - tu * s1[2] - tv * s2[2]);
+
+ if (obi->flag & R_TRANSFORMED)
+ mul_m3_v3(obi->nmat, shi->tang);
+
+ normalize_v3(shi->tang);
+ copy_v3_v3(shi->nmaptang, shi->tang);
+ }
+ }
+
+ if (need_mikk_tangent || need_mikk_tangent_concrete) {
+ int j1 = shi->i1, j2 = shi->i2, j3 = shi->i3;
+ float c0[3], c1[3], c2[3];
+ int acttang = obr->actmtface;
+
+ vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
+
+ /* cycle through all tangent in vlakren */
+ for (int i = 0; i < MAX_MTFACE; i++) {
+ const float *tangent = RE_vlakren_get_nmap_tangent(obr, shi->vlr, i, false);
+ if (!tangent)
+ continue;
+
+ copy_v3_v3(c0, &tangent[j1 * 4]);
+ copy_v3_v3(c1, &tangent[j2 * 4]);
+ copy_v3_v3(c2, &tangent[j3 * 4]);
+
+ /* keeping tangents normalized at vertex level
+ * corresponds better to how it's done in game engines */
+ if (obi->flag & R_TRANSFORMED) {
+ mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0);
+ mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1);
+ mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2);
+ }
+
+ /* we don't normalize the interpolated TBN tangent
+ * corresponds better to how it's done in game engines */
+ shi->tangents[i][0] = (tl * c2[0] - tu * c0[0] - tv * c1[0]);
+ shi->tangents[i][1] = (tl * c2[1] - tu * c0[1] - tv * c1[1]);
+ shi->tangents[i][2] = (tl * c2[2] - tu * c0[2] - tv * c1[2]);
+
+ /* the sign is the same for all 3 vertices of any
+ * non degenerate triangle. */
+ shi->tangents[i][3] = tangent[j1 * 4 + 3];
+
+ if (acttang == i && need_mikk_tangent) {
+ for (int m = 0; m < 4; m++) {
+ shi->nmaptang[m] = shi->tangents[i][m];
+ }
+ }
+ }
+ }
+ }
+
+ if (mode & MA_STR_SURFDIFF) {
+ const float *surfnor = RE_vlakren_get_surfnor(obr, shi->vlr, 0);
+
+ if (surfnor) {
+ copy_v3_v3(shi->surfnor, surfnor);
+ if (obi->flag & R_TRANSFORMED)
+ mul_m3_v3(obi->nmat, shi->surfnor);
+ }
+ else
+ copy_v3_v3(shi->surfnor, shi->vn);
+
+ shi->surfdist = 0.0f;
+ }
+
+ if (R.r.mode & R_SPEED) {
+ const float *s1, *s2, *s3;
+
+ s1 = RE_vertren_get_winspeed(obi, v1, 0);
+ s2 = RE_vertren_get_winspeed(obi, v2, 0);
+ s3 = RE_vertren_get_winspeed(obi, v3, 0);
+ if (s1 && s2 && s3) {
+ shi->winspeed[0] = (l * s3[0] - u * s1[0] - v * s2[0]);
+ shi->winspeed[1] = (l * s3[1] - u * s1[1] - v * s2[1]);
+ shi->winspeed[2] = (l * s3[2] - u * s1[2] - v * s2[2]);
+ shi->winspeed[3] = (l * s3[3] - u * s1[3] - v * s2[3]);
+ }
+ else {
+ shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f;
+ }
+ }
+
+ /* pass option forces UV calc */
+ if ((shi->passflag & SCE_PASS_UV) || (R.flag & R_NEED_VCOL))
+ texco |= (NEED_UV | TEXCO_UV);
+
+ /* texture coordinates. shi->dxuv shi->dyuv have been set */
+ if (texco & NEED_UV) {
+
+ if (texco & TEXCO_ORCO) {
+ if (v1->orco) {
+ const float *o1, *o2, *o3;
+
+ o1 = v1->orco;
+ o2 = v2->orco;
+ o3 = v3->orco;
+
+ shi->lo[0] = l * o3[0] - u * o1[0] - v * o2[0];
+ shi->lo[1] = l * o3[1] - u * o1[1] - v * o2[1];
+ shi->lo[2] = l * o3[2] - u * o1[2] - v * o2[2];
+
+ if (shi->osatex) {
+ dl = shi->dx_u + shi->dx_v;
+ shi->dxlo[0] = dl * o3[0] - shi->dx_u * o1[0] - shi->dx_v * o2[0];
+ shi->dxlo[1] = dl * o3[1] - shi->dx_u * o1[1] - shi->dx_v * o2[1];
+ shi->dxlo[2] = dl * o3[2] - shi->dx_u * o1[2] - shi->dx_v * o2[2];
+ dl = shi->dy_u + shi->dy_v;
+ shi->dylo[0] = dl * o3[0] - shi->dy_u * o1[0] - shi->dy_v * o2[0];
+ shi->dylo[1] = dl * o3[1] - shi->dy_u * o1[1] - shi->dy_v * o2[1];
+ shi->dylo[2] = dl * o3[2] - shi->dy_u * o1[2] - shi->dy_v * o2[2];
+ }
+ }
+
+ copy_v3_v3(shi->duplilo, obi->dupliorco);
+ }
+
+ if (texco & TEXCO_GLOB) {
+ copy_v3_v3(shi->gl, shi->co);
+ mul_m4_v3(R.viewinv, shi->gl);
+ if (shi->osatex) {
+ copy_v3_v3(shi->dxgl, shi->dxco);
+ mul_mat3_m4_v3(R.viewinv, shi->dxgl);
+ copy_v3_v3(shi->dygl, shi->dyco);
+ mul_mat3_m4_v3(R.viewinv, shi->dygl);
+ }
+ }
+
+ if (texco & TEXCO_STRAND) {
+ shi->strandco = (l * v3->accum - u * v1->accum - v * v2->accum);
+ if (shi->osatex) {
+ dl = shi->dx_u + shi->dx_v;
+ shi->dxstrand = dl * v3->accum - shi->dx_u * v1->accum - shi->dx_v * v2->accum;
+ dl = shi->dy_u + shi->dy_v;
+ shi->dystrand = dl * v3->accum - shi->dy_u * v1->accum - shi->dy_v * v2->accum;
+ }
+ }
+
+ if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) {
+ VlakRen *vlr = shi->vlr;
+ MTFace *tface;
+ MCol *mcol;
+ char *name;
+ int i, j1 = shi->i1, j2 = shi->i2, j3 = shi->i3;
+
+ /* uv and vcols are not copied on split, so set them according vlr divide flag */
+ vlr_set_uv_indices(vlr, &j1, &j2, &j3);
+
+ shi->totuv = 0;
+ shi->totcol = 0;
+ shi->actuv = obr->actmtface;
+ shi->actcol = obr->actmcol;
+
+ if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) || (R.flag & R_NEED_VCOL)) {
+ for (i = 0; (mcol = RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) {
+ ShadeInputCol *scol = &shi->col[i];
+ const char *cp1, *cp2, *cp3;
+ float a[3];
+
+ shi->totcol++;
+ scol->name = name;
+
+ cp1 = (char *)(mcol + j1);
+ cp2 = (char *)(mcol + j2);
+ cp3 = (char *)(mcol + j3);
+
+ /* alpha values */
+ a[0] = ((float)cp1[0]) / 255.f;
+ a[1] = ((float)cp2[0]) / 255.f;
+ a[2] = ((float)cp3[0]) / 255.f;
+ scol->col[3] = l * a[2] - u * a[0] - v * a[1];
+
+ /* sample premultiplied color value */
+ scol->col[0] = (l * ((float)cp3[3]) * a[2] - u * ((float)cp1[3]) * a[0] - v * ((float)cp2[3]) * a[1]) / 255.f;
+ scol->col[1] = (l * ((float)cp3[2]) * a[2] - u * ((float)cp1[2]) * a[0] - v * ((float)cp2[2]) * a[1]) / 255.f;
+ scol->col[2] = (l * ((float)cp3[1]) * a[2] - u * ((float)cp1[1]) * a[0] - v * ((float)cp2[1]) * a[1]) / 255.f;
+
+ /* if not zero alpha, restore non-multiplied color */
+ if (scol->col[3]) {
+ mul_v3_fl(scol->col, 1.0f / scol->col[3]);
+ }
+ }
+
+ if (shi->totcol) {
+ shi->vcol[0] = shi->col[shi->actcol].col[0];
+ shi->vcol[1] = shi->col[shi->actcol].col[1];
+ shi->vcol[2] = shi->col[shi->actcol].col[2];
+ shi->vcol[3] = shi->col[shi->actcol].col[3];
+ }
+ else {
+ shi->vcol[0] = 0.0f;
+ shi->vcol[1] = 0.0f;
+ shi->vcol[2] = 0.0f;
+ shi->vcol[3] = 1.0f;
+ }
+ }
+
+ for (i = 0; (tface = RE_vlakren_get_tface(obr, vlr, i, &name, 0)); i++) {
+ ShadeInputUV *suv = &shi->uv[i];
+ const float *uv1 = tface->uv[j1];
+ const float *uv2 = tface->uv[j2];
+ const float *uv3 = tface->uv[j3];
+
+ shi->totuv++;
+ suv->name = name;
+
+ if ((shi->mat->mapflag & MA_MAPFLAG_UVPROJECT) && (shi->depth == 0)) {
+ float x = shi->xs;
+ float y = shi->ys;
+
+ float s1[2] = {-1.0f + 2.0f * uv1[0], -1.0f + 2.0f * uv1[1]};
+ float s2[2] = {-1.0f + 2.0f * uv2[0], -1.0f + 2.0f * uv2[1]};
+ float s3[2] = {-1.0f + 2.0f * uv3[0], -1.0f + 2.0f * uv3[1]};
+
+
+ float obwinmat[4][4], winmat[4][4], ho1[4], ho2[4], ho3[4];
+ float Zmulx, Zmuly;
+ float hox, hoy, l_proj, dl_proj, u_proj, v_proj;
+ float s00, s01, s10, s11, detsh;
+
+ /* old globals, localized now */
+ Zmulx = ((float)R.winx) / 2.0f;
+ Zmuly = ((float)R.winy) / 2.0f;
+
+ zbuf_make_winmat(&R, winmat);
+ if (shi->obi->flag & R_TRANSFORMED)
+ mul_m4_m4m4(obwinmat, winmat, obi->mat);
+ else
+ copy_m4_m4(obwinmat, winmat);
+
+ zbuf_render_project(obwinmat, v1->co, ho1);
+ zbuf_render_project(obwinmat, v2->co, ho2);
+ zbuf_render_project(obwinmat, v3->co, ho3);
+
+ s00 = ho3[0] / ho3[3] - ho1[0] / ho1[3];
+ s01 = ho3[1] / ho3[3] - ho1[1] / ho1[3];
+ s10 = ho3[0] / ho3[3] - ho2[0] / ho2[3];
+ s11 = ho3[1] / ho3[3] - ho2[1] / ho2[3];
+
+ detsh = s00 * s11 - s10 * s01;
+ detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f;
+ s00 *= detsh; s01 *= detsh;
+ s10 *= detsh; s11 *= detsh;
+
+ /* recalc u and v again */
+ hox = x / Zmulx - 1.0f;
+ hoy = y / Zmuly - 1.0f;
+ u_proj = (hox - ho3[0] / ho3[3]) * s11 - (hoy - ho3[1] / ho3[3]) * s10;
+ v_proj = (hoy - ho3[1] / ho3[3]) * s00 - (hox - ho3[0] / ho3[3]) * s01;
+ l_proj = 1.0f + u_proj + v_proj;
+
+ suv->uv[0] = l_proj * s3[0] - u_proj * s1[0] - v_proj * s2[0];
+ suv->uv[1] = l_proj * s3[1] - u_proj * s1[1] - v_proj * s2[1];
+ suv->uv[2] = 0.0f;
+
+ if (shi->osatex) {
+ float dxuv[2], dyuv[2];
+ dxuv[0] = s11 / Zmulx;
+ dxuv[1] = -s01 / Zmulx;
+ dyuv[0] = -s10 / Zmuly;
+ dyuv[1] = s00 / Zmuly;
+
+ dl_proj = dxuv[0] + dxuv[1];
+ suv->dxuv[0] = dl_proj * s3[0] - dxuv[0] * s1[0] - dxuv[1] * s2[0];
+ suv->dxuv[1] = dl_proj * s3[1] - dxuv[0] * s1[1] - dxuv[1] * s2[1];
+ dl_proj = dyuv[0] + dyuv[1];
+ suv->dyuv[0] = dl_proj * s3[0] - dyuv[0] * s1[0] - dyuv[1] * s2[0];
+ suv->dyuv[1] = dl_proj * s3[1] - dyuv[0] * s1[1] - dyuv[1] * s2[1];
+ }
+ }
+ else {
+
+ suv->uv[0] = -1.0f + 2.0f * (l * uv3[0] - u * uv1[0] - v * uv2[0]);
+ suv->uv[1] = -1.0f + 2.0f * (l * uv3[1] - u * uv1[1] - v * uv2[1]);
+ suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
+
+ if (shi->osatex) {
+ float duv[2];
+
+ dl = shi->dx_u + shi->dx_v;
+ duv[0] = shi->dx_u;
+ duv[1] = shi->dx_v;
+
+ suv->dxuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]);
+ suv->dxuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]);
+
+ dl = shi->dy_u + shi->dy_v;
+ duv[0] = shi->dy_u;
+ duv[1] = shi->dy_v;
+
+ suv->dyuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]);
+ suv->dyuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]);
+ }
+
+ if ((mode & MA_FACETEXTURE) && i == obr->actmtface) {
+ if (((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) && ((R.flag & R_NEED_VCOL) == 0)) {
+ shi->vcol[0] = 1.0f;
+ shi->vcol[1] = 1.0f;
+ shi->vcol[2] = 1.0f;
+ shi->vcol[3] = 1.0f;
+ }
+ if (tface->tpage) {
+ render_realtime_texture(shi, tface->tpage);
+ }
+ }
+ }
+ }
+
+ shi->dupliuv[0] = -1.0f + 2.0f * obi->dupliuv[0];
+ shi->dupliuv[1] = -1.0f + 2.0f * obi->dupliuv[1];
+ shi->dupliuv[2] = 0.0f;
+
+ if (shi->totuv == 0) {
+ ShadeInputUV *suv = &shi->uv[0];
+
+ suv->uv[0] = 2.0f * (u + .5f);
+ suv->uv[1] = 2.0f * (v + .5f);
+ suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
+
+ if (mode & MA_FACETEXTURE) {
+ /* no tface? set at 1.0f */
+ shi->vcol[0] = 1.0f;
+ shi->vcol[1] = 1.0f;
+ shi->vcol[2] = 1.0f;
+ shi->vcol[3] = 1.0f;
+ }
+ }
+ }
+
+ if (texco & TEXCO_NORM) {
+ shi->orn[0] = -shi->vn[0];
+ shi->orn[1] = -shi->vn[1];
+ shi->orn[2] = -shi->vn[2];
+ }
+
+ if (texco & TEXCO_STRESS) {
+ const float *s1, *s2, *s3;
+
+ s1 = RE_vertren_get_stress(obr, v1, 0);
+ s2 = RE_vertren_get_stress(obr, v2, 0);
+ s3 = RE_vertren_get_stress(obr, v3, 0);
+ if (s1 && s2 && s3) {
+ shi->stress = l * s3[0] - u * s1[0] - v * s2[0];
+ if (shi->stress < 1.0f) shi->stress -= 1.0f;
+ else shi->stress = (shi->stress - 1.0f) / shi->stress;
+ }
+ else shi->stress = 0.0f;
+ }
+
+ if (texco & TEXCO_TANGENT) {
+ if ((mode & MA_TANGENT_V) == 0) {
+ /* just prevent surprises */
+ shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
+ shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
+ }
+ }
+ }
+
+ /* this only avalailable for scanline renders */
+ if (shi->depth == 0) {
+ float x = shi->xs;
+ float y = shi->ys;
+
+ if (texco & TEXCO_WINDOW) {
+ shi->winco[0] = -1.0f + 2.0f * x / (float)R.winx;
+ shi->winco[1] = -1.0f + 2.0f * y / (float)R.winy;
+ shi->winco[2] = 0.0f;
+ if (shi->osatex) {
+ shi->dxwin[0] = 2.0f / (float)R.winx;
+ shi->dywin[1] = 2.0f / (float)R.winy;
+ shi->dxwin[1] = shi->dxwin[2] = 0.0f;
+ shi->dywin[0] = shi->dywin[2] = 0.0f;
+ }
+ }
+ }
+ /* else {
+ * Note! For raytracing winco is not set,
+ * important because thus means all shader input's need to have their variables set to zero
+ * else un-initialized values are used
+ */
+ if (shi->do_manage) {
+ if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) {
+ srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
+ }
+ }
+
+}
+
+/* ****************** ShadeSample ************************************** */
+
+/* initialize per part, not per pixel! */
+void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, int sample)
+{
+
+ memset(shi, 0, sizeof(ShadeInput));
+
+ shi->sample = sample;
+ shi->thread = pa->thread;
+ shi->do_preview = (R.r.scemode & R_MATNODE_PREVIEW) != 0;
+
+ shi->do_manage = BKE_scene_check_color_management_enabled(R.scene);
+ shi->use_world_space_shading = BKE_scene_use_world_space_shading(R.scene);
+
+ shi->lay = rl->lay;
+ shi->layflag = rl->layflag;
+ shi->passflag = rl->passflag;
+ shi->combinedflag = ~rl->pass_xor;
+ shi->mat_override = rl->mat_override;
+ shi->light_override = rl->light_override;
+// shi->rl= rl;
+ /* note shi.depth==0 means first hit, not raytracing */
+
+}
+
+/* initialize per part, not per pixel! */
+void shade_sample_initialize(ShadeSample *ssamp, RenderPart *pa, RenderLayer *rl)
+{
+ int a, tot;
+
+ tot = R.osa == 0 ? 1 : R.osa;
+
+ for (a = 0; a < tot; a++) {
+ shade_input_initialize(&ssamp->shi[a], pa, rl, a);
+ memset(&ssamp->shr[a], 0, sizeof(ShadeResult));
+ }
+
+ get_sample_layers(pa, rl, ssamp->rlpp);
+}
+
+/* Do AO or (future) GI */
+void shade_samples_do_AO(ShadeSample *ssamp)
+{
+ if (!(R.r.mode & R_SHADOW))
+ return;
+ if (!(R.r.mode & R_RAYTRACE) && !(R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
+ return;
+
+ if (R.wrld.mode & (WO_AMB_OCC | WO_ENV_LIGHT | WO_INDIRECT_LIGHT)) {
+ ShadeInput *shi = &ssamp->shi[0];
+ int sample;
+
+ if (((shi->passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT))) ||
+ (shi->passflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT)))
+ {
+ for (sample = 0; sample < ssamp->tot; shi++, sample++)
+ if (!(shi->mode & MA_SHLESS))
+ ambient_occlusion(shi); /* stores in shi->ao[] */
+ }
+ }
+}
+
+
+void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
+{
+ ShadeInput *shi;
+ float xs, ys;
+
+ ssamp->tot = 0;
+
+ for (shi = ssamp->shi; ps; ps = ps->next) {
+ shade_input_set_triangle(shi, ps->obi, ps->facenr, 1);
+
+ if (shi->vlr) { /* NULL happens for env material or for 'all z' */
+ unsigned short curmask = ps->mask;
+
+ /* full osa is only set for OSA renders */
+ if (shi->vlr->flag & R_FULL_OSA) {
+ short shi_cp = 0, samp;
+
+ for (samp = 0; samp < R.osa; samp++) {
+ if (curmask & (1 << samp)) {
+ /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
+ xs = (float)x + R.jit[samp][0] + 0.5f;
+ ys = (float)y + R.jit[samp][1] + 0.5f;
+
+ if (shi_cp)
+ shade_input_copy_triangle(shi, shi - 1);
+
+ shi->mask = (1 << samp);
+// shi->rl= ssamp->rlpp[samp];
+ shi->samplenr = R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
+ shade_input_set_uv(shi);
+ if (shi_cp == 0)
+ shade_input_set_normals(shi);
+ else /* XXX shi->flippednor messes up otherwise */
+ shade_input_set_vertex_normals(shi);
+
+ shi_cp = 1;
+ shi++;
+ }
+ }
+ }
+ else {
+ if (R.osa) {
+ short b = R.samples->centmask[curmask];
+ xs = (float)x + R.samples->centLut[b & 15] + 0.5f;
+ ys = (float)y + R.samples->centLut[b >> 4] + 0.5f;
+ }
+ else if (R.i.curblur) {
+ xs= (float)x + R.mblur_jit[R.i.curblur-1][0] + 0.5f;
+ ys= (float)y + R.mblur_jit[R.i.curblur-1][1] + 0.5f;
+ }
+ else {
+ xs = (float)x + 0.5f;
+ ys = (float)y + 0.5f;
+ }
+
+ shi->mask = curmask;
+ shi->samplenr = R.shadowsamplenr[shi->thread]++;
+ shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
+ shade_input_set_uv(shi);
+ shade_input_set_normals(shi);
+ shi++;
+ }
+
+ /* total sample amount, shi->sample is static set in initialize */
+ if (shi != ssamp->shi)
+ ssamp->tot = (shi - 1)->sample + 1;
+ }
+ }
+}
+
+/* shades samples, returns true if anything happened */
+int shade_samples(ShadeSample *ssamp, PixStr *ps, int x, int y)
+{
+ shade_samples_fill_with_ps(ssamp, ps, x, y);
+
+ if (ssamp->tot) {
+ ShadeInput *shi = ssamp->shi;
+ ShadeResult *shr = ssamp->shr;
+ int samp;
+
+ /* if shadow or AO? */
+ shade_samples_do_AO(ssamp);
+
+ /* if shade (all shadepinputs have same passflag) */
+ if (ssamp->shi[0].passflag & ~(SCE_PASS_Z | SCE_PASS_INDEXOB | SCE_PASS_INDEXMA)) {
+
+ for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++) {
+ shade_input_set_shade_texco(shi);
+ shade_input_do_shade(shi, shr);
+ }
+ }
+ else if (shi->passflag & SCE_PASS_Z) {
+ for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++)
+ shr->z = -shi->co[2];
+ }
+
+ return 1;
+ }
+ return 0;
+}
+