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-rw-r--r--source/blender/render/intern/include/render_types.h1
-rw-r--r--source/blender/render/intern/include/sunsky.h8
-rw-r--r--source/blender/render/intern/include/texture.h2
-rw-r--r--source/blender/render/intern/source/convertblender.c129
-rw-r--r--source/blender/render/intern/source/pipeline.c26
-rw-r--r--source/blender/render/intern/source/pixelshading.c31
-rw-r--r--source/blender/render/intern/source/rendercore.c120
-rw-r--r--source/blender/render/intern/source/shadeinput.c15
-rw-r--r--source/blender/render/intern/source/shadeoutput.c25
-rw-r--r--source/blender/render/intern/source/sunsky.c5
-rw-r--r--source/blender/render/intern/source/texture.c4
-rw-r--r--source/blender/render/intern/source/zbuf.c42
12 files changed, 165 insertions, 243 deletions
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 7e2194549cc..1768b052b54 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -421,6 +421,7 @@ typedef struct LampRen {
short type;
int mode;
float r, g, b, k;
+ float shdwr, shdwg, shdwb;
float energy, haint;
int lay;
float spotsi,spotbl;
diff --git a/source/blender/render/intern/include/sunsky.h b/source/blender/render/intern/include/sunsky.h
index c61a637269a..c5e547097d2 100644
--- a/source/blender/render/intern/include/sunsky.h
+++ b/source/blender/render/intern/include/sunsky.h
@@ -33,7 +33,7 @@
typedef struct SunSky
{
- short effect_type;
+ short effect_type, skyblendtype;
float turbidity;
float theta, phi;
@@ -53,7 +53,8 @@ typedef struct SunSky
float sun_brightness;
float sun_size;
float backscattered_light;
-
+ float skyblendfac;
+
float atm_HGg;
float atm_SunIntensity;
@@ -84,7 +85,8 @@ typedef struct SunSky
* back_scatter, controls back scatter light
* */
void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness,
- float spread,float sun_brightness, float sun_size, float back_scatter);
+ float spread,float sun_brightness, float sun_size, float back_scatter,
+ float skyblendfac, short skyblendtype);
/**
* GetSkyXYZRadiance:
diff --git a/source/blender/render/intern/include/texture.h b/source/blender/render/intern/include/texture.h
index 8e56c4a852f..be5471e07c4 100644
--- a/source/blender/render/intern/include/texture.h
+++ b/source/blender/render/intern/include/texture.h
@@ -55,7 +55,7 @@ struct ImBuf;
void do_halo_tex(struct HaloRen *har, float xn, float yn, float *colf);
void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, float *blend, int skyflag);
void do_material_tex(struct ShadeInput *shi);
-void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf);
+void do_lamp_tex(LampRen *la, float *lavec, struct ShadeInput *shi, float *colf, int effect);
void init_render_textures(Render *re);
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 322d2066a6c..2baa4d27448 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -674,94 +674,6 @@ static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int d
MEM_freeN(vtangents);
}
-// NT same as calc_vertexnormals, but dont modify the existing vertex normals
-// only recalculate other render data. If this is at some point used for other things than fluidsim,
-// this could be made on option for the normal calc_vertexnormals
-static void calc_fluidsimnormals(Render *re, ObjectRen *obr, int do_nmap_tangent)
-{
- int a;
-
- /* dont clear vertex normals here */
- // OFF for(a=0; a<obr->totvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); ver->n[0]=ver->n[1]=ver->n[2]= 0.0; }
- /* calculate cos of angles and point-masses, use as weight factor to add face normal to vertex */
- for(a=0; a<obr->totvlak; a++) {
- VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if(vlr->flag & ME_SMOOTH) {
- VertRen *v1= vlr->v1;
- VertRen *v2= vlr->v2;
- VertRen *v3= vlr->v3;
- VertRen *v4= vlr->v4;
- float n1[3], n2[3], n3[3], n4[3];
- float fac1, fac2, fac3, fac4=0.0f;
-
- if(re->flag & R_GLOB_NOPUNOFLIP)
- vlr->flag |= R_NOPUNOFLIP;
-
- VecSubf(n1, v2->co, v1->co);
- Normalize(n1);
- VecSubf(n2, v3->co, v2->co);
- Normalize(n2);
- if(v4==NULL) {
- VecSubf(n3, v1->co, v3->co);
- Normalize(n3);
- fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
- fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
- fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
- }
- else {
- VecSubf(n3, v4->co, v3->co);
- Normalize(n3);
- VecSubf(n4, v1->co, v4->co);
- Normalize(n4);
-
- fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
- fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
- fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
- fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
-
- if(!(vlr->flag & R_NOPUNOFLIP)) {
- if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4;
- }
- }
-
- //if(do_nmap_tangent)
- // calc_tangent_vector(obr, vlr, fac1, fac2, fac3, fac4);
- }
- if(do_nmap_tangent) {
- /* tangents still need to be calculated for flat faces too */
- /* weighting removed, they are not vertexnormals */
- //calc_tangent_vector(obr, vlr);
- }
- }
-
- /* do solid faces */
- for(a=0; a<obr->totvlak; a++) {
- VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if((vlr->flag & ME_SMOOTH)==0) {
- float *f1= vlr->v1->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- f1= vlr->v2->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- f1= vlr->v3->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- if(vlr->v4) {
- f1= vlr->v4->n;
- if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
- }
- }
- }
-
- /* normalize vertex normals */
- for(a=0; a<obr->totvert; a++) {
- VertRen *ver= RE_findOrAddVert(obr, a);
- Normalize(ver->n);
- if(do_nmap_tangent) {
- float *tav= RE_vertren_get_tangent(obr, ver, 0);
- if(tav) Normalize(tav);
- }
- }
-}
-
/* ------------------------------------------------------------------------- */
/* Autosmoothing: */
/* ------------------------------------------------------------------------- */
@@ -3181,12 +3093,6 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
}
}
- if((ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) &&
- (ob->fluidsimSettings->type & OB_FLUIDSIM_DOMAIN)&&
- (ob->fluidsimSettings->meshSurface) ) {
- useFluidmeshNormals = 1;
- }
-
mvert= dm->getVertArray(dm);
totvert= dm->getNumVerts(dm);
@@ -3209,17 +3115,6 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
if(do_autosmooth==0) /* autosmooth on original unrotated data to prevent differences between frames */
MTC_Mat4MulVecfl(mat, ver->co);
- if(useFluidmeshNormals) {
- /* normals are inverted in render */
- xn = -mvert->no[0]/ 32767.0;
- yn = -mvert->no[1]/ 32767.0;
- zn = -mvert->no[2]/ 32767.0;
- /* transfor to cam space */
- ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
- ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
- ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
- } // useFluidmeshNormals
-
if(orco) {
ver->orco= orco;
orco+=3;
@@ -3399,12 +3294,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
autosmooth(re, obr, mat, me->smoothresh);
}
- if(useFluidmeshNormals) {
- // do not recalculate, only init render data
- calc_fluidsimnormals(re, obr, need_tangent||need_nmap_tangent);
- } else {
- calc_vertexnormals(re, obr, need_tangent, need_nmap_tangent);
- }
+ calc_vertexnormals(re, obr, need_tangent, need_nmap_tangent);
if(need_stress)
calc_edge_stress(re, obr, me);
@@ -3566,6 +3456,9 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
lar->r= lar->energy*la->r;
lar->g= lar->energy*la->g;
lar->b= lar->energy*la->b;
+ lar->shdwr= la->shdwr;
+ lar->shdwg= la->shdwg;
+ lar->shdwb= la->shdwb;
lar->k= la->k;
// area
@@ -3635,7 +3528,8 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
Normalize(vec);
InitSunSky(lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness,
- la->spread, la->sun_brightness, la->sun_size, la->backscattered_light);
+ la->spread, la->sun_brightness, la->sun_size, la->backscattered_light,
+ la->skyblendfac, la->skyblendtype);
InitAtmosphere(lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor,
la->atm_distance_factor);
@@ -3718,7 +3612,10 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
for(c=0; c<MAX_MTEX; c++) {
if(la->mtex[c] && la->mtex[c]->tex) {
- lar->mode |= LA_TEXTURE;
+ if (la->mtex[c]->mapto & LAMAP_COL)
+ lar->mode |= LA_TEXTURE;
+ if (la->mtex[c]->mapto & LAMAP_SHAD)
+ lar->mode |= LA_SHAD_TEX;
if(G.rendering) {
if(re->osa) {
@@ -5285,7 +5182,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
//fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.; fsvec[2] = 2.; // NT fixed test
for(j=0;j<3;j++) fsvec[j] = vverts[a].co[j];
- /* (bad) HACK insert average velocity if none is there (see previous comment */
+ /* (bad) HACK insert average velocity if none is there (see previous comment) */
if((fsvec[0] == 0.0) && (fsvec[1] == 0.0) && (fsvec[2] == 0.0))
{
fsvec[0] = avgvel[0];
@@ -5429,6 +5326,7 @@ void RE_Database_FromScene_Vectors(Render *re, Scene *sce)
oldobi= table->first;
for(obi= re->instancetable.first; obi && oldobi; obi= obi->next) {
int ok= 1;
+ FluidsimModifierData *fluidmd;
if(!(obi->obr->flag & R_NEED_VECTORS))
continue;
@@ -5452,7 +5350,8 @@ void RE_Database_FromScene_Vectors(Render *re, Scene *sce)
}
// NT check for fluidsim special treatment
- if((obi->ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (obi->ob->fluidsimSettings->type & OB_FLUIDSIM_DOMAIN)) {
+ fluidmd = (FluidsimModifierData *)modifiers_findByType(obi->ob, eModifierType_Fluidsim);
+ if(fluidmd && fluidmd->fss && (fluidmd->fss->type & OB_FLUIDSIM_DOMAIN)) {
// use preloaded per vertex simulation data , only does calculation for step=1
// NOTE/FIXME - velocities and meshes loaded unnecessarily often during the database_fromscene_vectors calls...
load_fluidsimspeedvectors(re, obi, oldobi->vectors, step);
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index bf2a72b4f9b..6bdd57612c7 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -38,6 +38,7 @@
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
+#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
@@ -961,7 +962,6 @@ void RE_GetResultImage(Render *re, RenderResult *rr)
}
}
-#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
/* caller is responsible for allocating rect in correct size! */
void RE_ResultGet32(Render *re, unsigned int *rect)
{
@@ -2559,10 +2559,12 @@ static void do_write_image_or_movie(Render *re, Scene *scene, bMovieHandle *mh)
}
/* saves images to disk */
-void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra)
+void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra, int tfra)
{
bMovieHandle *mh= BKE_get_movie_handle(scene->r.imtype);
+ unsigned int lay;
int cfrao= scene->r.cfra;
+ int nfra;
/* do not fully call for each frame, it initializes & pops output window */
if(!render_initialize_from_scene(re, scene, 0))
@@ -2591,12 +2593,27 @@ void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra)
}
}
} else {
- for(scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
+ for(nfra= sfra, scene->r.cfra= sfra; scene->r.cfra<=efra; scene->r.cfra++) {
char name[FILE_MAX];
/* only border now, todo: camera lens. (ton) */
render_initialize_from_scene(re, scene, 1);
-
+
+ if(nfra!=scene->r.cfra) {
+ /*
+ * Skip this frame, but update for physics and particles system.
+ * From convertblender.c:
+ * in localview, lamps are using normal layers, objects only local bits.
+ */
+ if(scene->lay & 0xFF000000)
+ lay= scene->lay & 0xFF000000;
+ else
+ lay= scene->lay;
+
+ scene_update_for_newframe(scene, lay);
+ continue;
+ }
+
if (scene->r.mode & (R_NO_OVERWRITE | R_TOUCH) ) {
BKE_makepicstring(name, scene->r.pic, scene->r.cfra, scene->r.imtype);
}
@@ -2626,6 +2643,7 @@ void RE_BlenderAnim(Render *re, Scene *scene, int sfra, int efra)
break;
}
+ nfra+= tfra;
}
}
diff --git a/source/blender/render/intern/source/pixelshading.c b/source/blender/render/intern/source/pixelshading.c
index 2e3509f0471..9551a7b3227 100644
--- a/source/blender/render/intern/source/pixelshading.c
+++ b/source/blender/render/intern/source/pixelshading.c
@@ -45,6 +45,7 @@
#include "BKE_image.h"
#include "BKE_global.h"
+#include "BKE_material.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
@@ -141,7 +142,7 @@ static void render_lighting_halo(HaloRen *har, float *colf)
VECCOPY(shi.co, rco);
shi.osatex= 0;
- do_lamp_tex(lar, lv, &shi, lacol);
+ do_lamp_tex(lar, lv, &shi, lacol, LA_TEXTURE);
}
if(lar->type==LA_SPOT) {
@@ -593,7 +594,7 @@ void shadeSunView(struct SunSky *sunsky, float *colf, float *rco, float *view, f
colorxyz[1] /= scale;
colorxyz[2] /= scale;
- xyz_to_rgb(colorxyz[0], colorxyz[1], colorxyz[2], &colf[0], &colf[1], &colf[2]);
+ xyz_to_rgb(colorxyz[0], colorxyz[1], colorxyz[2], &colf[0], &colf[1], &colf[2], BLI_CS_SMPTE);
ClipColor(colf);
}
@@ -604,12 +605,9 @@ void shadeSunView(struct SunSky *sunsky, float *colf, float *rco, float *view, f
*/
void shadeSkyPixel(float *collector, float fx, float fy)
{
- float view[3], dxyview[2];
- float sun_collector[3];
- float suns_color[3];
- short num_sun_lamp;
GroupObject *go;
LampRen *lar;
+ float view[3], dxyview[2];
/*
The rules for sky:
@@ -657,33 +655,18 @@ void shadeSkyPixel(float *collector, float fx, float fy)
collector[3] = 0.0f;
}
- suns_color[0] = suns_color[1] = suns_color[2] = 0;
- num_sun_lamp = 0;
for(go=R.lights.first; go; go= go->next) {
lar= go->lampren;
if(lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_SKY)){
-
- num_sun_lamp ++;
+ float sun_collector[3];
+
calc_view_vector(view, fx, fy);
Normalize(view);
shadeSunView(lar->sunsky, sun_collector, NULL, view, NULL);
- suns_color[0] += sun_collector[0];
- suns_color[1] += sun_collector[1];
- suns_color[2] += sun_collector[2];
-
+ ramp_blend(lar->sunsky->skyblendtype, collector, collector+1, collector+2, lar->sunsky->skyblendfac, sun_collector);
}
}
- if( num_sun_lamp > 0 ){
- suns_color[0] /= num_sun_lamp;
- suns_color[1] /= num_sun_lamp;
- suns_color[2] /= num_sun_lamp;
-
- collector[0] += suns_color[0];
- collector[1] += suns_color[1];
- collector[2] += suns_color[2];
- ClipColor(collector);
- }
}
/* aerial perspective */
diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c
index bda02bea8d7..05ff0d3c020 100644
--- a/source/blender/render/intern/source/rendercore.c
+++ b/source/blender/render/intern/source/rendercore.c
@@ -672,22 +672,10 @@ static void atm_tile(RenderPart *pa, RenderLayer *rl)
GroupObject *go;
LampRen *lar;
RenderLayer *rlpp[RE_MAX_OSA];
-
- int totsample, fullsample, sample;
- int x, y,od;
- short first_lamp;
- float *zrect;
- float *rgbrect;
- float rgb[3]={0};
- float tmp_rgb[3];
- float fac;
- float facm;
+ int totsample;
+ int x, y, od= 0;
- fac = 0.5;
- facm = 1.0 - fac;
-
totsample= get_sample_layers(pa, rl, rlpp);
- fullsample= (totsample > 1);
/* check that z pass is enabled */
if(pa->rectz==NULL) return;
@@ -698,65 +686,66 @@ static void atm_tile(RenderPart *pa, RenderLayer *rl)
if(zpass==NULL) return;
/* check for at least one sun lamp that its atmosphere flag is is enabled */
- first_lamp = 1;
for(go=R.lights.first; go; go= go->next) {
lar= go->lampren;
- if(lar->type==LA_SUN && lar->sunsky &&
- (lar->sunsky->effect_type & LA_SUN_EFFECT_AP)){
- first_lamp = 0;
+ if(lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_AP))
break;
- }
}
/* do nothign and return if there is no sun lamp */
- if(first_lamp)
+ if(go==NULL)
return;
- zrect = zpass->rect;
- rgbrect = rl->rectf;
- od=0;
- /* for each x,y and sun lamp*/
+ /* for each x,y and each sample, and each sun lamp*/
for(y=pa->disprect.ymin; y<pa->disprect.ymax; y++) {
- for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, zrect++, od++) {
+ for(x=pa->disprect.xmin; x<pa->disprect.xmax; x++, od++) {
+ int sample;
- first_lamp = 1;
- for(go=R.lights.first; go; go= go->next) {
- lar= go->lampren;
- if(lar->type==LA_SUN && lar->sunsky)
+ for(sample=0; sample<totsample; sample++) {
+ float *zrect= RE_RenderLayerGetPass(rlpp[sample], SCE_PASS_Z) + od;
+ float *rgbrect = rlpp[sample]->rectf + 4*od;
+ float rgb[3];
+ int done= 0;
+
+ for(go=R.lights.first; go; go= go->next) {
+
- {
- /* if it's sky continue and don't apply atmosphere effect on it */
- if(*zrect >= 9.9e10){
- continue;
- }
-
- if(lar->sunsky->effect_type & LA_SUN_EFFECT_AP){
- VECCOPY(tmp_rgb, (float*)(rgbrect+4*od));
-
- shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect);
+ lar= go->lampren;
+ if(lar->type==LA_SUN && lar->sunsky) {
- if(first_lamp){
- VECCOPY(rgb, tmp_rgb);
- first_lamp = 0;
+ /* if it's sky continue and don't apply atmosphere effect on it */
+ if(*zrect >= 9.9e10 || rgbrect[3]==0.0f) {
+ continue;
}
- else{
- rgb[0] = facm*rgb[0] + fac*tmp_rgb[0];
- rgb[1] = facm*rgb[1] + fac*tmp_rgb[1];
- rgb[2] = facm*rgb[2] + fac*tmp_rgb[2];
+
+ if((lar->sunsky->effect_type & LA_SUN_EFFECT_AP)) {
+ float tmp_rgb[3];
+
+ VECCOPY(tmp_rgb, rgbrect);
+ if(rgbrect[3]!=1.0f) { /* de-premul */
+ float div= 1.0f/rgbrect[3];
+ VECMUL(tmp_rgb, div);
+ }
+ shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect);
+ if(rgbrect[3]!=1.0f) { /* premul */
+ VECMUL(tmp_rgb, rgbrect[3]);
+ }
+
+ if(done==0) {
+ VECCOPY(rgb, tmp_rgb);
+ done = 1;
+ }
+ else{
+ rgb[0] = 0.5f*rgb[0] + 0.5f*tmp_rgb[0];
+ rgb[1] = 0.5f*rgb[1] + 0.5f*tmp_rgb[1];
+ rgb[2] = 0.5f*rgb[2] + 0.5f*tmp_rgb[2];
+ }
}
}
}
- }
- /* if at least for one sun lamp aerial perspective was applied*/
- if(first_lamp==0)
- {
- if(fullsample) {
- for(sample=0; sample<totsample; sample++) {
- VECCOPY((float*)(rlpp[sample]->rectf + od*4), rgb);
- }
- }
- else {
- VECCOPY((float*)(rgbrect+4*od), rgb);
+ /* if at least for one sun lamp aerial perspective was applied*/
+ if(done) {
+ VECCOPY(rgbrect, rgb);
}
}
}
@@ -1217,6 +1206,10 @@ void zbufshadeDA_tile(RenderPart *pa)
}
}
+ /* sun/sky */
+ if(rl->layflag & SCE_LAY_SKY)
+ atm_tile(pa, rl);
+
/* sky before edge */
if(rl->layflag & SCE_LAY_SKY)
sky_tile(pa, rl);
@@ -1226,10 +1219,6 @@ void zbufshadeDA_tile(RenderPart *pa)
if(R.r.mode & R_EDGE)
edge_enhance_add(pa, rl->rectf, edgerect);
- /* sun/sky */
- if(rl->layflag & SCE_LAY_SKY)
- atm_tile(pa, rl);
-
if(rl->passflag & SCE_PASS_VECTOR)
reset_sky_speed(pa, rl);
@@ -1380,6 +1369,10 @@ void zbufshade_tile(RenderPart *pa)
}
}
+ /* sun/sky */
+ if(rl->layflag & SCE_LAY_SKY)
+ atm_tile(pa, rl);
+
/* sky before edge */
if(rl->layflag & SCE_LAY_SKY)
sky_tile(pa, rl);
@@ -1390,10 +1383,6 @@ void zbufshade_tile(RenderPart *pa)
edge_enhance_add(pa, rl->rectf, edgerect);
}
- /* sun/sky */
- if(rl->layflag & SCE_LAY_SKY)
- atm_tile(pa, rl);
-
if(rl->passflag & SCE_PASS_VECTOR)
reset_sky_speed(pa, rl);
@@ -1971,7 +1960,6 @@ void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr)
/* ************************* bake ************************ */
-#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
typedef struct BakeShade {
ShadeSample ssamp;
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index 7397d623264..8904999432a 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -343,10 +343,19 @@ void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spo
VECCOPY(shi->orignor, shi->facenor);
/* shade_input_set_normals equivalent */
- if(shi->mat->mode & MA_TANGENT_STR)
+ if(shi->mat->mode & MA_TANGENT_STR) {
VECCOPY(shi->vn, spoint->tan)
- else
- VECCOPY(shi->vn, spoint->nor)
+ }
+ else {
+ float cross[3];
+
+ Crossf(cross, spoint->co, spoint->tan);
+ Crossf(shi->vn, cross, spoint->tan);
+ Normalize(shi->vn);
+
+ if(INPR(shi->vn, shi->view) < 0.0f)
+ VecMulf(shi->vn, -1.0f);
+ }
VECCOPY(shi->vno, shi->vn);
}
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 5a80173d1f1..91621c24365 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -1179,7 +1179,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
{
Material *ma= shi->mat;
VlakRen *vlr= shi->vlr;
- float lv[3], lampdist, lacol[3], shadfac[4];
+ float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
float visifac;
@@ -1219,7 +1219,12 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
lacol[1]= lar->g;
lacol[2]= lar->b;
- if(lar->mode & LA_TEXTURE) do_lamp_tex(lar, lv, shi, lacol);
+ lashdw[0]= lar->shdwr;
+ lashdw[1]= lar->shdwg;
+ lashdw[2]= lar->shdwb;
+
+ if(lar->mode & LA_TEXTURE) do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
+ if(lar->mode & LA_SHAD_TEX) do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
/* tangent case; calculate fake face normal, aligned with lampvector */
/* note, vnor==vn is used as tangent trigger for buffer shadow */
@@ -1342,13 +1347,13 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
if((lar->mode & LA_ONLYSHADOW) && i>0.0) {
shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
- shr->shad[0] -= shadfac[3]*shi->r;
- shr->shad[1] -= shadfac[3]*shi->g;
- shr->shad[2] -= shadfac[3]*shi->b;
+ shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
+ shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
+ shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
- shr->spec[0] -= shadfac[3]*shi->specr;
- shr->spec[1] -= shadfac[3]*shi->specg;
- shr->spec[2] -= shadfac[3]*shi->specb;
+ shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
+ shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
+ shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
return;
}
@@ -1366,6 +1371,10 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
else
add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
}
+ /* add light for colored shadow */
+ if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
+ add_to_diffuse(shr->shad, shi, is, lashdw[0]*(i_noshad-i)*lacol[0], lashdw[1]*(i_noshad-i)*lacol[1], lashdw[2]*(i_noshad-i)*lacol[2]);
+ }
if(i_noshad>0.0f) {
if(passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
if(ma->mode & MA_SHADOW_TRA)
diff --git a/source/blender/render/intern/source/sunsky.c b/source/blender/render/intern/source/sunsky.c
index 191867765a3..e1c7933cea1 100644
--- a/source/blender/render/intern/source/sunsky.c
+++ b/source/blender/render/intern/source/sunsky.c
@@ -135,7 +135,8 @@ float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float
* back_scatter, controls back scatter light
* */
void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_brightness,
- float spread,float sun_brightness, float sun_size, float back_scatter)
+ float spread,float sun_brightness, float sun_size, float back_scatter,
+ float skyblendfac, short skyblendtype)
{
float theta2;
@@ -151,6 +152,8 @@ void InitSunSky(struct SunSky *sunsky, float turb, float *toSun, float horizon_b
sunsky->sun_brightness = sun_brightness;
sunsky->sun_size = sun_size;
sunsky->backscattered_light = back_scatter;
+ sunsky->skyblendfac= skyblendfac;
+ sunsky->skyblendtype= skyblendtype;
sunsky->toSun[0] = toSun[0];
sunsky->toSun[1] = toSun[1];
diff --git a/source/blender/render/intern/source/texture.c b/source/blender/render/intern/source/texture.c
index 27628d91465..c14425e274f 100644
--- a/source/blender/render/intern/source/texture.c
+++ b/source/blender/render/intern/source/texture.c
@@ -2301,7 +2301,7 @@ void do_sky_tex(float *rco, float *lo, float *dxyview, float *hor, float *zen, f
/* ------------------------------------------------------------------------- */
/* colf supposed to be initialized with la->r,g,b */
-void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf)
+void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf, int effect)
{
Object *ob;
MTex *mtex;
@@ -2440,7 +2440,7 @@ void do_lamp_tex(LampRen *la, float *lavec, ShadeInput *shi, float *colf)
}
/* mapping */
- if(mtex->mapto & LAMAP_COL) {
+ if(((mtex->mapto & LAMAP_COL) && (effect & LA_TEXTURE))||((mtex->mapto & LAMAP_SHAD) && (effect & LA_SHAD_TEX))) {
float col[3];
if(rgb==0) {
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 76a47a11338..1726c061df1 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -377,6 +377,8 @@ static void zbuffillAc4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2,
if(sn1<0) sn1= 0;
if(sn2>=sn1) {
+ int intzverg;
+
zverg= (double)sn1*zxd + zy0;
rz= rectzofs+sn1;
rm= rectmaskofs+sn1;
@@ -386,22 +388,21 @@ static void zbuffillAc4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2,
zverg-= zspan->polygon_offset;
while(x>=0) {
- if( (int)zverg < *rz) {
- if(!zspan->rectmask || (int)zverg > *rm) {
- // int i= zvlnr & 3;
+ intzverg= (int)CLAMPIS(zverg, INT_MIN, INT_MAX);
+
+ if( intzverg < *rz) {
+ if(!zspan->rectmask || intzverg > *rm) {
apn= ap;
while(apn) {
- if(apn->p[0]==0) {apn->obi[0]= obi; apn->p[0]= zvlnr; apn->z[0]= zverg; apn->mask[0]= mask; break; }
+ if(apn->p[0]==0) {apn->obi[0]= obi; apn->p[0]= zvlnr; apn->z[0]= intzverg; apn->mask[0]= mask; break; }
if(apn->p[0]==zvlnr && apn->obi[0]==obi) {apn->mask[0]|= mask; break; }
- if(apn->p[1]==0) {apn->obi[1]= obi; apn->p[1]= zvlnr; apn->z[1]= zverg; apn->mask[1]= mask; break; }
+ if(apn->p[1]==0) {apn->obi[1]= obi; apn->p[1]= zvlnr; apn->z[1]= intzverg; apn->mask[1]= mask; break; }
if(apn->p[1]==zvlnr && apn->obi[1]==obi) {apn->mask[1]|= mask; break; }
- if(apn->p[2]==0) {apn->obi[2]= obi; apn->p[2]= zvlnr; apn->z[2]= zverg; apn->mask[2]= mask; break; }
+ if(apn->p[2]==0) {apn->obi[2]= obi; apn->p[2]= zvlnr; apn->z[2]= intzverg; apn->mask[2]= mask; break; }
if(apn->p[2]==zvlnr && apn->obi[2]==obi) {apn->mask[2]|= mask; break; }
- if(apn->p[3]==0) {apn->obi[3]= obi; apn->p[3]= zvlnr; apn->z[3]= zverg; apn->mask[3]= mask; break; }
+ if(apn->p[3]==0) {apn->obi[3]= obi; apn->p[3]= zvlnr; apn->z[3]= intzverg; apn->mask[3]= mask; break; }
if(apn->p[3]==zvlnr && apn->obi[3]==obi) {apn->mask[3]|= mask; break; }
- // if(apn->p[i]==0) {apn->obi[i]= obi; apn->p[i]= zvlnr; apn->z[i]= zverg; apn->mask[i]= mask; break; }
- // if(apn->p[i]==zvlnr && apn->obi[i]==obi) {apn->mask[i]|= mask; break; }
if(apn->next==NULL) apn->next= addpsA(zspan);
apn= apn->next;
}
@@ -1115,6 +1116,8 @@ static void zbuffillGLinv4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v
if(sn1<0) sn1= 0;
if(sn2>=sn1) {
+ int intzverg;
+
zverg= (double)sn1*zxd + zy0;
rz= rectzofs+sn1;
rp= rectpofs+sn1;
@@ -1123,10 +1126,12 @@ static void zbuffillGLinv4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v
x= sn2-sn1;
while(x>=0) {
- if( (int)zverg > *rz || *rz==0x7FFFFFFF) {
- if(!zspan->rectmask || (int)zverg > *rm) {
+ intzverg= (int)CLAMPIS(zverg, INT_MIN, INT_MAX);
+
+ if( intzverg > *rz || *rz==0x7FFFFFFF) {
+ if(!zspan->rectmask || intzverg > *rm) {
*ro= obi;
- *rz= (int)zverg;
+ *rz= intzverg;
*rp= zvlnr;
}
}
@@ -1231,6 +1236,8 @@ static void zbuffillGL4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2,
if(sn1<0) sn1= 0;
if(sn2>=sn1) {
+ int intzverg;
+
zverg= (double)sn1*zxd + zy0;
rz= rectzofs+sn1;
rp= rectpofs+sn1;
@@ -1239,9 +1246,11 @@ static void zbuffillGL4(ZSpan *zspan, int obi, int zvlnr, float *v1, float *v2,
x= sn2-sn1;
while(x>=0) {
- if((int)zverg < *rz) {
- if(!zspan->rectmask || (int)zverg > *rm) {
- *rz= (int)zverg;
+ intzverg= (int)CLAMPIS(zverg, INT_MIN, INT_MAX);
+
+ if(intzverg < *rz) {
+ if(!zspan->rectmask || intzverg > *rm) {
+ *rz= intzverg;
*rp= zvlnr;
*ro= obi;
}
@@ -1359,7 +1368,8 @@ static void zbuffillGL_onlyZ(ZSpan *zspan, int obi, int zvlnr, float *v1, float
x= sn2-sn1;
while(x>=0) {
- int zvergi= (int)zverg;
+ int zvergi= (int)CLAMPIS(zverg, INT_MIN, INT_MAX);
+
/* option: maintain two depth values, closest and 2nd closest */
if(zvergi < *rz) {
if(rectzofs1) *rz1= *rz;