4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 * The Original Code is Copyright (C) 2006 Blender Foundation
21 * All rights reserved.
23 * Contributors: Hos, Robert Wenzlaff.
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/render/intern/source/shadeinput.c
39 #include "BLI_blenlib.h"
40 #include "BLI_utildefines.h"
42 #include "DNA_curve_types.h"
43 #include "DNA_group_types.h"
44 #include "DNA_lamp_types.h"
45 #include "DNA_meshdata_types.h"
46 #include "DNA_material_types.h"
48 #include "BKE_colortools.h"
53 #include "raycounter.h"
54 #include "renderpipeline.h"
55 #include "render_types.h"
56 #include "renderdatabase.h"
57 #include "rendercore.h"
62 #include "volumetric.h"
65 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
66 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
67 /* only to be used here in this file, it's for speed */
68 extern struct Render R;
69 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
72 #define VECADDISFAC(v1,v3,fac) {*(v1)+= *(v3)*(fac); *(v1+1)+= *(v3+1)*(fac); *(v1+2)+= *(v3+2)*(fac);}
76 /* Shade Sample order:
78 - shade_samples_fill_with_ps()
80 - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle()
82 - shade_input_set_viewco() <- not for ray or bake
83 - shade_input_set_uv() <- not for ray or bake
84 - shade_input_set_normals()
87 - shade_samples_do_AO()
90 - shade_input_set_shade_texco()
91 - shade_samples_do_shade()
92 - OSA: distribute sample result with filter masking
96 /* initialise material variables in shadeinput,
97 * doing inverse gamma correction where applicable */
98 void shade_input_init_material(ShadeInput *shi)
100 /* note, keep this synced with render_types.h */
101 memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
102 shi->har= shi->mat->har;
105 /* also used as callback for nodes */
106 /* delivers a fully filled in ShadeResult, for all passes */
107 void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
110 shade_lamp_loop(shi, shr); /* clears shr */
112 if(shi->translucency!=0.0f) {
114 float fac= shi->translucency;
116 shade_input_init_material(shi);
118 VECCOPY(shi->vn, shi->vno);
119 VECMUL(shi->vn, -1.0f);
120 VECMUL(shi->facenor, -1.0f);
121 shi->depth++; /* hack to get real shadow now */
122 shade_lamp_loop(shi, &shr_t);
125 /* a couple of passes */
126 VECADDISFAC(shr->combined, shr_t.combined, fac);
127 if(shi->passflag & SCE_PASS_SPEC)
128 VECADDISFAC(shr->spec, shr_t.spec, fac);
129 if(shi->passflag & SCE_PASS_DIFFUSE)
130 VECADDISFAC(shr->diff, shr_t.diff, fac);
131 if(shi->passflag & SCE_PASS_SHADOW)
132 VECADDISFAC(shr->shad, shr_t.shad, fac);
134 VECMUL(shi->vn, -1.0f);
135 VECMUL(shi->facenor, -1.0f);
138 /* depth >= 1 when ray-shading */
139 if(shi->depth==0 || shi->volume_depth > 0) {
140 if(R.r.mode & R_RAYTRACE) {
141 if(shi->ray_mirror!=0.0f || ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha!=1.0f)) {
142 /* ray trace works on combined, but gives pass info */
146 /* disable adding of sky for raytransp */
147 if((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP))
148 if((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode==R_ADDSKY))
152 if(R.r.mode & R_RAYTRACE) {
153 if (R.render_volumes_inside.first)
154 shade_volume_inside(shi, shr);
159 /* do a shade, finish up some passes, apply mist */
160 void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
164 /* ------ main shading loop -------- */
166 memset(&shi->raycounter, 0, sizeof(shi->raycounter));
169 if(shi->mat->nodetree && shi->mat->use_nodes) {
170 ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
173 /* copy all relevant material vars, note, keep this synced with render_types.h */
174 shade_input_init_material(shi);
176 if (shi->mat->material_type == MA_TYPE_VOLUME) {
177 if(R.r.mode & R_RAYTRACE) {
178 shade_volume_outside(shi, shr);
180 } else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */
181 shade_material_loop(shi, shr);
185 /* copy additional passes */
186 if(shi->passflag & (SCE_PASS_VECTOR|SCE_PASS_NORMAL)) {
187 QUATCOPY(shr->winspeed, shi->winspeed);
188 VECCOPY(shr->nor, shi->vn);
192 if((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0)) {
193 if(R.r.mode & R_ORTHO)
194 shr->mist= mistfactor(-shi->co[2], shi->co);
196 shr->mist= mistfactor(len_v3(shi->co), shi->co);
198 else shr->mist= 0.0f;
200 if((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0 ) {
205 /* add mist and premul color */
206 if(shr->alpha!=1.0f || alpha!=1.0f) {
207 float fac= alpha*(shr->alpha);
208 shr->combined[3]= fac;
210 if (shi->mat->material_type!= MA_TYPE_VOLUME)
211 mul_v3_fl(shr->combined, fac);
214 shr->combined[3]= 1.0f;
221 if(1 || shi->passflag & SCE_PASS_RAYHITS)
223 shr->rayhits[0] = (float)shi->raycounter.faces.test;
224 shr->rayhits[1] = (float)shi->raycounter.bb.hit;
225 shr->rayhits[2] = 0.0;
226 shr->rayhits[3] = 1.0;
229 RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
232 /* **************************************************************************** */
234 /* **************************************************************************** */
237 void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3)
239 /* to prevent storing new tfaces or vcols, we check a split runtime */
243 /* 1---2 1---2 0 = orig face, 1 = new face */
245 /* Update vert nums to point to correct verts of original face */
246 if(vlr->flag & R_DIVIDE_24) {
247 if(vlr->flag & R_FACE_SPLIT) {
248 (*i1)++; (*i2)++; (*i3)++;
254 else if(vlr->flag & R_FACE_SPLIT) {
259 /* copy data from face to ShadeInput, general case */
260 /* indices 0 1 2 3 only */
261 void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen *vlr, short i1, short i2, short i3)
263 VertRen **vpp= &vlr->v1;
277 /* note, shi->mat is set in node shaders */
278 shi->mat= shi->mat_override?shi->mat_override:vlr->mat;
280 shi->osatex= (shi->mat->texco & TEXCO_OSA);
281 shi->mode= shi->mat->mode_l; /* or-ed result for all nodes */
283 /* facenormal copy, can get flipped */
285 RE_vlakren_get_normal(&R, obi, vlr, shi->facenor);
287 /* calculate vertexnormals */
288 if(vlr->flag & R_SMOOTH) {
289 VECCOPY(shi->n1, shi->v1->n);
290 VECCOPY(shi->n2, shi->v2->n);
291 VECCOPY(shi->n3, shi->v3->n);
293 if(obi->flag & R_TRANSFORMED) {
294 mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1);
295 mul_m3_v3(obi->nmat, shi->n2); normalize_v3(shi->n2);
296 mul_m3_v3(obi->nmat, shi->n3); normalize_v3(shi->n3);
301 /* note, facenr declared volatile due to over-eager -O2 optimizations
302 * on cygwin (particularly -frerun-cse-after-loop)
305 /* copy data from face to ShadeInput, scanline case */
306 void shade_input_set_triangle(ShadeInput *shi, volatile int obi, volatile int facenr, int UNUSED(normal_flip))
309 shi->obi= &R.objectinstance[obi];
310 shi->obr= shi->obi->obr;
311 shi->facenr= (facenr-1) & RE_QUAD_MASK;
312 if( shi->facenr < shi->obr->totvlak ) {
313 VlakRen *vlr= RE_findOrAddVlak(shi->obr, shi->facenr);
315 if(facenr & RE_QUAD_OFFS)
316 shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 2, 3);
318 shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 1, 2);
321 shi->vlr= NULL; /* general signal we got sky */
324 shi->vlr= NULL; /* general signal we got sky */
327 /* full osa case: copy static info */
328 void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from)
330 /* not so nice, but works... warning is in RE_shader_ext.h */
331 memcpy(shi, from, sizeof(struct ShadeInputCopy));
334 /* copy data from strand to shadeinput */
335 void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint)
337 /* note, shi->mat is set in node shaders */
338 shi->mat= shi->mat_override? shi->mat_override: strand->buffer->ma;
340 shi->osatex= (shi->mat->texco & TEXCO_OSA);
341 shi->mode= shi->mat->mode_l; /* or-ed result for all nodes */
343 /* shade_input_set_viewco equivalent */
344 VECCOPY(shi->co, spoint->co);
345 VECCOPY(shi->view, shi->co);
346 normalize_v3(shi->view);
348 shi->xs= (int)spoint->x;
349 shi->ys= (int)spoint->y;
351 if(shi->osatex || (R.r.mode & R_SHADOW)) {
352 VECCOPY(shi->dxco, spoint->dtco);
353 VECCOPY(shi->dyco, spoint->dsco);
356 /* dxview, dyview, not supported */
358 /* facenormal, simply viewco flipped */
359 VECCOPY(shi->facenor, spoint->nor);
361 /* shade_input_set_normals equivalent */
362 if(shi->mat->mode & MA_TANGENT_STR) {
363 VECCOPY(shi->vn, spoint->tan)
368 cross_v3_v3v3(cross, spoint->co, spoint->tan);
369 cross_v3_v3v3(shi->vn, cross, spoint->tan);
370 normalize_v3(shi->vn);
372 if(INPR(shi->vn, shi->view) < 0.0f)
376 VECCOPY(shi->vno, shi->vn);
379 void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint)
381 StrandBuffer *strandbuf= strand->buffer;
382 ObjectRen *obr= strandbuf->obr;
384 int mode= shi->mode; /* or-ed result for all nodes */
385 short texco= shi->mat->texco;
387 if((shi->mat->texco & TEXCO_REFL)) {
388 /* shi->dxview, shi->dyview, not supported */
391 if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL))) {
395 if(mode & (MA_TANGENT_V|MA_NORMAP_TANG)) {
396 VECCOPY(shi->tang, spoint->tan);
397 VECCOPY(shi->nmaptang, spoint->tan);
400 if(mode & MA_STR_SURFDIFF) {
401 float *surfnor= RE_strandren_get_surfnor(obr, strand, 0);
404 VECCOPY(shi->surfnor, surfnor)
406 VECCOPY(shi->surfnor, shi->vn)
408 if(shi->mat->strand_surfnor > 0.0f) {
410 for(sv=strand->vert; sv!=svert; sv++)
411 shi->surfdist+=len_v3v3(sv->co, (sv+1)->co);
412 shi->surfdist += spoint->t*len_v3v3(sv->co, (sv+1)->co);
416 if(R.r.mode & R_SPEED) {
419 speed= RE_strandren_get_winspeed(shi->obi, strand, 0);
421 QUATCOPY(shi->winspeed, speed)
423 shi->winspeed[0]= shi->winspeed[1]= shi->winspeed[2]= shi->winspeed[3]= 0.0f;
426 /* shade_input_set_shade_texco equivalent */
427 if(texco & NEED_UV) {
428 if(texco & TEXCO_ORCO) {
429 VECCOPY(shi->lo, strand->orco);
430 /* no shi->osatex, orco derivatives are zero */
433 if(texco & TEXCO_GLOB) {
434 VECCOPY(shi->gl, shi->co);
435 mul_m4_v3(R.viewinv, shi->gl);
438 VECCOPY(shi->dxgl, shi->dxco);
439 mul_mat3_m4_v3(R.viewinv, shi->dxgl);
440 VECCOPY(shi->dygl, shi->dyco);
441 mul_mat3_m4_v3(R.viewinv, shi->dygl);
445 if(texco & TEXCO_STRAND) {
446 shi->strandco= spoint->strandco;
449 shi->dxstrand= spoint->dtstrandco;
454 if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE))) {
462 shi->actuv= obr->actmtface;
463 shi->actcol= obr->actmcol;
465 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) {
466 for (i=0; (mcol=RE_strandren_get_mcol(obr, strand, i, &name, 0)); i++) {
467 ShadeInputCol *scol= &shi->col[i];
468 char *cp= (char*)mcol;
473 scol->col[0]= cp[3]/255.0f;
474 scol->col[1]= cp[2]/255.0f;
475 scol->col[2]= cp[1]/255.0f;
479 shi->vcol[0]= shi->col[shi->actcol].col[0];
480 shi->vcol[1]= shi->col[shi->actcol].col[1];
481 shi->vcol[2]= shi->col[shi->actcol].col[2];
490 for (i=0; (uv=RE_strandren_get_uv(obr, strand, i, &name, 0)); i++) {
491 ShadeInputUV *suv= &shi->uv[i];
496 if(strandbuf->overrideuv == i) {
498 suv->uv[1]= spoint->strandco;
502 suv->uv[0]= -1.0f + 2.0f*uv[0];
503 suv->uv[1]= -1.0f + 2.0f*uv[1];
504 suv->uv[2]= 0.0f; /* texture.c assumes there are 3 coords */
514 if((mode & MA_FACETEXTURE) && i==obr->actmtface) {
515 if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
523 if(shi->totuv == 0) {
524 ShadeInputUV *suv= &shi->uv[0];
527 suv->uv[1]= spoint->strandco;
528 suv->uv[2]= 0.0f; /* texture.c assumes there are 3 coords */
530 if(mode & MA_FACETEXTURE) {
531 /* no tface? set at 1.0f */
540 if(texco & TEXCO_NORM) {
541 shi->orn[0]= -shi->vn[0];
542 shi->orn[1]= -shi->vn[1];
543 shi->orn[2]= -shi->vn[2];
546 if(texco & TEXCO_STRESS) {
550 if(texco & TEXCO_TANGENT) {
551 if((mode & MA_TANGENT_V)==0) {
552 /* just prevent surprises */
553 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
554 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
559 /* this only avalailable for scanline renders */
561 if(texco & TEXCO_WINDOW) {
562 shi->winco[0]= -1.0f + 2.0f*spoint->x/(float)R.winx;
563 shi->winco[1]= -1.0f + 2.0f*spoint->y/(float)R.winy;
575 if(texco & TEXCO_STICKY) {
580 if (shi->do_manage) {
581 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
582 srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
588 /* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
589 void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco)
591 /* returns not normalized, so is in viewplane coords */
592 calc_view_vector(view, x, y);
594 if(shi->mat->material_type == MA_TYPE_WIRE) {
595 /* wire cannot use normal for calculating shi->co, so
596 * we reconstruct the coordinate less accurate */
597 if(R.r.mode & R_ORTHO)
598 calc_renderco_ortho(co, x, y, z);
600 calc_renderco_zbuf(co, view, z);
603 /* for non-wire, intersect with the triangle to get the exact coord */
604 float fac, dface, v1[3];
606 VECCOPY(v1, shi->v1->co);
607 if(shi->obi->flag & R_TRANSFORMED)
608 mul_m4_v3(shi->obi->mat, v1);
610 dface= v1[0]*shi->facenor[0]+v1[1]*shi->facenor[1]+v1[2]*shi->facenor[2];
612 /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
613 if(R.r.mode & R_ORTHO) {
614 /* x and y 3d coordinate can be derived from pixel coord and winmat */
615 float fx= 2.0f/(R.winx*R.winmat[0][0]);
616 float fy= 2.0f/(R.winy*R.winmat[1][1]);
618 co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
619 co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1];
621 /* using a*x + b*y + c*z = d equation, (a b c) is normal */
622 if(shi->facenor[2]!=0.0f)
623 co[2]= (dface - shi->facenor[0]*co[0] - shi->facenor[1]*co[1])/shi->facenor[2];
630 if(shi->facenor[2]!=0.0f)
631 dxco[2]= -(shi->facenor[0]*fx)/shi->facenor[2];
637 if(shi->facenor[2]!=0.0f)
638 dyco[2]= -(shi->facenor[1]*fy)/shi->facenor[2];
643 if(co[2]!=0.0f) fac= 1.0f/co[2]; else fac= 0.0f;
644 dxyview[0]= -R.viewdx*fac;
645 dxyview[1]= -R.viewdy*fac;
652 div= shi->facenor[0]*view[0] + shi->facenor[1]*view[1] + shi->facenor[2]*view[2];
653 if (div!=0.0f) fac= dface/div;
660 /* pixel dx/dy for render coord */
662 float u= dface/(div - R.viewdx*shi->facenor[0]);
663 float v= dface/(div - R.viewdy*shi->facenor[1]);
665 dxco[0]= co[0]- (view[0]-R.viewdx)*u;
666 dxco[1]= co[1]- (view[1])*u;
667 dxco[2]= co[2]- (view[2])*u;
669 dyco[0]= co[0]- (view[0])*v;
670 dyco[1]= co[1]- (view[1]-R.viewdy)*v;
671 dyco[2]= co[2]- (view[2])*v;
674 if(fac!=0.0f) fac= 1.0f/fac;
675 dxyview[0]= -R.viewdx*fac;
676 dxyview[1]= -R.viewdy*fac;
682 /* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space)
683 * however for raytrace it can be different - the position of the last intersection */
684 shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f;
686 /* cannot normalize earlier, code above needs it at viewplane level */
690 /* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
691 void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z)
693 float *dxyview= NULL, *dxco= NULL, *dyco= NULL;
695 /* currently in use for dithering (soft shadow), node preview, irregular shad */
699 /* original scanline coordinate without jitter */
704 /* check if we need derivatives */
705 if(shi->osatex || (R.r.mode & R_SHADOW)) {
709 if((shi->mat->texco & TEXCO_REFL))
710 dxyview= &shi->dxview;
713 shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco);
716 /* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
717 void shade_input_set_uv(ShadeInput *shi)
719 VlakRen *vlr= shi->vlr;
721 if((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) {
722 float v1[3], v2[3], v3[3];
724 VECCOPY(v1, shi->v1->co);
725 VECCOPY(v2, shi->v2->co);
726 VECCOPY(v3, shi->v3->co);
728 if(shi->obi->flag & R_TRANSFORMED) {
729 mul_m4_v3(shi->obi->mat, v1);
730 mul_m4_v3(shi->obi->mat, v2);
731 mul_m4_v3(shi->obi->mat, v3);
734 /* exception case for wire render of edge */
735 if(vlr->v2==vlr->v3) {
738 lend= len_v3v3(v2, v1);
739 lenc= len_v3v3(shi->co, v1);
745 shi->u= - (1.0f - lenc/lend);
757 /* most of this could become re-used for faces */
758 float detsh, t00, t10, t01, t11, xn, yn, zn;
761 /* find most stable axis to project */
762 xn= fabs(shi->facenor[0]);
763 yn= fabs(shi->facenor[1]);
764 zn= fabs(shi->facenor[2]);
766 if(zn>=xn && zn>=yn) { axis1= 0; axis2= 1; }
767 else if(yn>=xn && yn>=zn) { axis1= 0; axis2= 2; }
768 else { axis1= 1; axis2= 2; }
770 /* compute u,v and derivatives */
771 t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2];
772 t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2];
774 detsh= (t00*t11-t10*t01);
775 detsh= (detsh != 0.0f)? 1.0f/detsh: 0.0f;
776 t00*= detsh; t01*=detsh;
777 t10*=detsh; t11*=detsh;
779 shi->u= (shi->co[axis1]-v3[axis1])*t11-(shi->co[axis2]-v3[axis2])*t10;
780 shi->v= (shi->co[axis2]-v3[axis2])*t00-(shi->co[axis1]-v3[axis1])*t01;
782 shi->dx_u= shi->dxco[axis1]*t11- shi->dxco[axis2]*t10;
783 shi->dx_v= shi->dxco[axis2]*t00- shi->dxco[axis1]*t01;
784 shi->dy_u= shi->dyco[axis1]*t11- shi->dyco[axis2]*t10;
785 shi->dy_v= shi->dyco[axis2]*t00- shi->dyco[axis1]*t01;
788 /* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */
789 CLAMP(shi->u, -2.0f, 1.0f);
790 CLAMP(shi->v, -2.0f, 1.0f);
795 void shade_input_set_normals(ShadeInput *shi)
797 float u= shi->u, v= shi->v;
802 /* test flip normals to viewing direction */
803 if(!(shi->vlr->flag & R_TANGENT)) {
804 if(dot_v3v3(shi->facenor, shi->view) < 0.0f) {
805 negate_v3(shi->facenor);
810 /* calculate vertexnormals */
811 if(shi->vlr->flag & R_SMOOTH) {
812 float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
814 if(shi->flippednor) {
820 shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
821 shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
822 shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
824 // use unnormalized normal (closer to games)
825 VECCOPY(shi->nmapnorm, shi->vn);
827 normalize_v3(shi->vn);
831 VECCOPY(shi->vn, shi->facenor);
832 VECCOPY(shi->nmapnorm, shi->vn);
836 VECCOPY(shi->vno, shi->vn);
838 /* flip normals to viewing direction */
839 if(!(shi->vlr->flag & R_TANGENT))
840 if(dot_v3v3(shi->facenor, shi->view) < 0.0f)
841 shade_input_flip_normals(shi);
844 /* XXX shi->flippednor messes up otherwise */
845 void shade_input_set_vertex_normals(ShadeInput *shi)
847 float u= shi->u, v= shi->v;
850 /* calculate vertexnormals */
851 if(shi->vlr->flag & R_SMOOTH) {
852 float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
854 shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
855 shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
856 shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
858 // use unnormalized normal (closer to games)
859 VECCOPY(shi->nmapnorm, shi->vn);
861 normalize_v3(shi->vn);
865 VECCOPY(shi->vn, shi->facenor);
866 VECCOPY(shi->nmapnorm, shi->vn);
870 VECCOPY(shi->vno, shi->vn);
874 /* use by raytrace, sss, bake to flip into the right direction */
875 void shade_input_flip_normals(ShadeInput *shi)
877 shi->facenor[0]= -shi->facenor[0];
878 shi->facenor[1]= -shi->facenor[1];
879 shi->facenor[2]= -shi->facenor[2];
881 shi->vn[0]= -shi->vn[0];
882 shi->vn[1]= -shi->vn[1];
883 shi->vn[2]= -shi->vn[2];
885 shi->vno[0]= -shi->vno[0];
886 shi->vno[1]= -shi->vno[1];
887 shi->vno[2]= -shi->vno[2];
889 shi->nmapnorm[0] = -shi->nmapnorm[0];
890 shi->nmapnorm[1] = -shi->nmapnorm[1];
891 shi->nmapnorm[2] = -shi->nmapnorm[2];
893 shi->flippednor= !shi->flippednor;
896 void shade_input_set_shade_texco(ShadeInput *shi)
898 ObjectInstanceRen *obi= shi->obi;
899 ObjectRen *obr= shi->obr;
900 VertRen *v1= shi->v1, *v2= shi->v2, *v3= shi->v3;
901 float u= shi->u, v= shi->v;
902 float l= 1.0f+u+v, dl;
903 int mode= shi->mode; /* or-ed result for all nodes */
904 short texco= shi->mat->texco;
907 if(shi->vlr->flag & R_SMOOTH) {
909 if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL)) ) {
910 float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
912 dl= shi->dx_u+shi->dx_v;
913 shi->dxno[0]= dl*n3[0]-shi->dx_u*n1[0]-shi->dx_v*n2[0];
914 shi->dxno[1]= dl*n3[1]-shi->dx_u*n1[1]-shi->dx_v*n2[1];
915 shi->dxno[2]= dl*n3[2]-shi->dx_u*n1[2]-shi->dx_v*n2[2];
916 dl= shi->dy_u+shi->dy_v;
917 shi->dyno[0]= dl*n3[0]-shi->dy_u*n1[0]-shi->dy_v*n2[0];
918 shi->dyno[1]= dl*n3[1]-shi->dy_u*n1[1]-shi->dy_v*n2[1];
919 shi->dyno[2]= dl*n3[2]-shi->dy_u*n1[2]-shi->dy_v*n2[2];
925 if (mode & (MA_TANGENT_V|MA_NORMAP_TANG) || R.flag & R_NEED_TANGENT) {
926 float *tangent, *s1, *s2, *s3;
929 if(shi->vlr->flag & R_SMOOTH) {
935 /* qdn: flat faces have tangents too,
936 could pick either one, using average here */
942 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
943 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
945 if(mode & MA_TANGENT_V) {
946 s1 = RE_vertren_get_tangent(obr, v1, 0);
947 s2 = RE_vertren_get_tangent(obr, v2, 0);
948 s3 = RE_vertren_get_tangent(obr, v3, 0);
951 shi->tang[0]= (tl*s3[0] - tu*s1[0] - tv*s2[0]);
952 shi->tang[1]= (tl*s3[1] - tu*s1[1] - tv*s2[1]);
953 shi->tang[2]= (tl*s3[2] - tu*s1[2] - tv*s2[2]);
955 if(obi->flag & R_TRANSFORMED)
956 mul_m3_v3(obi->nmat, shi->tang);
958 normalize_v3(shi->tang);
959 VECCOPY(shi->nmaptang, shi->tang);
963 if(mode & MA_NORMAP_TANG || R.flag & R_NEED_TANGENT) {
964 tangent= RE_vlakren_get_nmap_tangent(obr, shi->vlr, 0);
967 int j1= shi->i1, j2= shi->i2, j3= shi->i3;
968 float c0[3], c1[3], c2[3];
970 vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
972 VECCOPY(c0, &tangent[j1*4]);
973 VECCOPY(c1, &tangent[j2*4]);
974 VECCOPY(c2, &tangent[j3*4]);
976 // keeping tangents normalized at vertex level
977 // corresponds better to how it's done in game engines
978 if(obi->flag & R_TRANSFORMED)
980 mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0);
981 mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1);
982 mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2);
985 // we don't normalize the interpolated TBN tangent
986 // corresponds better to how it's done in game engines
987 shi->nmaptang[0]= (tl*c2[0] - tu*c0[0] - tv*c1[0]);
988 shi->nmaptang[1]= (tl*c2[1] - tu*c0[1] - tv*c1[1]);
989 shi->nmaptang[2]= (tl*c2[2] - tu*c0[2] - tv*c1[2]);
991 // the sign is the same for all 3 vertices of any
992 // non degenerate triangle.
993 shi->nmaptang[3]= tangent[j1*4+3];
998 if(mode & MA_STR_SURFDIFF) {
999 float *surfnor= RE_vlakren_get_surfnor(obr, shi->vlr, 0);
1002 VECCOPY(shi->surfnor, surfnor)
1003 if(obi->flag & R_TRANSFORMED)
1004 mul_m3_v3(obi->nmat, shi->surfnor);
1007 VECCOPY(shi->surfnor, shi->vn)
1009 shi->surfdist= 0.0f;
1012 if(R.r.mode & R_SPEED) {
1013 float *s1, *s2, *s3;
1015 s1= RE_vertren_get_winspeed(obi, v1, 0);
1016 s2= RE_vertren_get_winspeed(obi, v2, 0);
1017 s3= RE_vertren_get_winspeed(obi, v3, 0);
1018 if(s1 && s2 && s3) {
1019 shi->winspeed[0]= (l*s3[0] - u*s1[0] - v*s2[0]);
1020 shi->winspeed[1]= (l*s3[1] - u*s1[1] - v*s2[1]);
1021 shi->winspeed[2]= (l*s3[2] - u*s1[2] - v*s2[2]);
1022 shi->winspeed[3]= (l*s3[3] - u*s1[3] - v*s2[3]);
1025 shi->winspeed[0]= shi->winspeed[1]= shi->winspeed[2]= shi->winspeed[3]= 0.0f;
1029 /* pass option forces UV calc */
1030 if(shi->passflag & SCE_PASS_UV)
1031 texco |= (NEED_UV|TEXCO_UV);
1033 /* texture coordinates. shi->dxuv shi->dyuv have been set */
1034 if(texco & NEED_UV) {
1036 if(texco & TEXCO_ORCO) {
1038 float *o1, *o2, *o3;
1044 shi->lo[0]= l*o3[0]-u*o1[0]-v*o2[0];
1045 shi->lo[1]= l*o3[1]-u*o1[1]-v*o2[1];
1046 shi->lo[2]= l*o3[2]-u*o1[2]-v*o2[2];
1049 dl= shi->dx_u+shi->dx_v;
1050 shi->dxlo[0]= dl*o3[0]-shi->dx_u*o1[0]-shi->dx_v*o2[0];
1051 shi->dxlo[1]= dl*o3[1]-shi->dx_u*o1[1]-shi->dx_v*o2[1];
1052 shi->dxlo[2]= dl*o3[2]-shi->dx_u*o1[2]-shi->dx_v*o2[2];
1053 dl= shi->dy_u+shi->dy_v;
1054 shi->dylo[0]= dl*o3[0]-shi->dy_u*o1[0]-shi->dy_v*o2[0];
1055 shi->dylo[1]= dl*o3[1]-shi->dy_u*o1[1]-shi->dy_v*o2[1];
1056 shi->dylo[2]= dl*o3[2]-shi->dy_u*o1[2]-shi->dy_v*o2[2];
1060 VECCOPY(shi->duplilo, obi->dupliorco);
1063 if(texco & TEXCO_GLOB) {
1064 VECCOPY(shi->gl, shi->co);
1065 mul_m4_v3(R.viewinv, shi->gl);
1067 VECCOPY(shi->dxgl, shi->dxco);
1068 mul_mat3_m4_v3(R.viewinv, shi->dxgl);
1069 VECCOPY(shi->dygl, shi->dyco);
1070 mul_mat3_m4_v3(R.viewinv, shi->dygl);
1074 if(texco & TEXCO_STRAND) {
1075 shi->strandco= (l*v3->accum - u*v1->accum - v*v2->accum);
1077 dl= shi->dx_u+shi->dx_v;
1078 shi->dxstrand= dl*v3->accum-shi->dx_u*v1->accum-shi->dx_v*v2->accum;
1079 dl= shi->dy_u+shi->dy_v;
1080 shi->dystrand= dl*v3->accum-shi->dy_u*v1->accum-shi->dy_v*v2->accum;
1084 if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE))) {
1085 VlakRen *vlr= shi->vlr;
1089 int i, j1=shi->i1, j2=shi->i2, j3=shi->i3;
1091 /* uv and vcols are not copied on split, so set them according vlr divide flag */
1092 vlr_set_uv_indices(vlr, &j1, &j2, &j3);
1096 shi->actuv= obr->actmtface;
1097 shi->actcol= obr->actmcol;
1099 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) {
1100 for (i=0; (mcol=RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) {
1101 ShadeInputCol *scol= &shi->col[i];
1102 char *cp1, *cp2, *cp3;
1107 cp1= (char *)(mcol+j1);
1108 cp2= (char *)(mcol+j2);
1109 cp3= (char *)(mcol+j3);
1111 scol->col[0]= (l*((float)cp3[3]) - u*((float)cp1[3]) - v*((float)cp2[3]))/255.0f;
1112 scol->col[1]= (l*((float)cp3[2]) - u*((float)cp1[2]) - v*((float)cp2[2]))/255.0f;
1113 scol->col[2]= (l*((float)cp3[1]) - u*((float)cp1[1]) - v*((float)cp2[1]))/255.0f;
1117 shi->vcol[0]= shi->col[shi->actcol].col[0];
1118 shi->vcol[1]= shi->col[shi->actcol].col[1];
1119 shi->vcol[2]= shi->col[shi->actcol].col[2];
1130 for (i=0; (tface=RE_vlakren_get_tface(obr, vlr, i, &name, 0)); i++) {
1131 ShadeInputUV *suv= &shi->uv[i];
1132 float *uv1, *uv2, *uv3;
1141 suv->uv[0]= -1.0f + 2.0f*(l*uv3[0]-u*uv1[0]-v*uv2[0]);
1142 suv->uv[1]= -1.0f + 2.0f*(l*uv3[1]-u*uv1[1]-v*uv2[1]);
1143 suv->uv[2]= 0.0f; /* texture.c assumes there are 3 coords */
1148 dl= shi->dx_u+shi->dx_v;
1152 suv->dxuv[0]= 2.0f*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
1153 suv->dxuv[1]= 2.0f*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
1155 dl= shi->dy_u+shi->dy_v;
1159 suv->dyuv[0]= 2.0f*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
1160 suv->dyuv[1]= 2.0f*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
1163 if((mode & MA_FACETEXTURE) && i==obr->actmtface) {
1164 if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
1170 if(tface && tface->tpage)
1171 render_realtime_texture(shi, tface->tpage);
1177 shi->dupliuv[0]= -1.0f + 2.0f*obi->dupliuv[0];
1178 shi->dupliuv[1]= -1.0f + 2.0f*obi->dupliuv[1];
1179 shi->dupliuv[2]= 0.0f;
1181 if(shi->totuv == 0) {
1182 ShadeInputUV *suv= &shi->uv[0];
1184 suv->uv[0]= 2.0f*(u+.5f);
1185 suv->uv[1]= 2.0f*(v+.5f);
1186 suv->uv[2]= 0.0f; /* texture.c assumes there are 3 coords */
1188 if(mode & MA_FACETEXTURE) {
1189 /* no tface? set at 1.0f */
1198 if(texco & TEXCO_NORM) {
1199 shi->orn[0]= -shi->vn[0];
1200 shi->orn[1]= -shi->vn[1];
1201 shi->orn[2]= -shi->vn[2];
1204 if(texco & TEXCO_STRESS) {
1205 float *s1, *s2, *s3;
1207 s1= RE_vertren_get_stress(obr, v1, 0);
1208 s2= RE_vertren_get_stress(obr, v2, 0);
1209 s3= RE_vertren_get_stress(obr, v3, 0);
1210 if(s1 && s2 && s3) {
1211 shi->stress= l*s3[0] - u*s1[0] - v*s2[0];
1212 if(shi->stress<1.0f) shi->stress-= 1.0f;
1213 else shi->stress= (shi->stress-1.0f)/shi->stress;
1215 else shi->stress= 0.0f;
1218 if(texco & TEXCO_TANGENT) {
1219 if((mode & MA_TANGENT_V)==0) {
1220 /* just prevent surprises */
1221 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
1222 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
1227 /* this only avalailable for scanline renders */
1232 if(texco & TEXCO_WINDOW) {
1233 shi->winco[0]= -1.0f + 2.0f*x/(float)R.winx;
1234 shi->winco[1]= -1.0f + 2.0f*y/(float)R.winy;
1235 shi->winco[2]= 0.0f;
1237 shi->dxwin[0]= 2.0f/(float)R.winx;
1238 shi->dywin[1]= 2.0f/(float)R.winy;
1239 shi->dxwin[1]= shi->dxwin[2]= 0.0f;
1240 shi->dywin[0]= shi->dywin[2]= 0.0f;
1244 if(texco & TEXCO_STICKY) {
1245 float *s1, *s2, *s3;
1247 s1= RE_vertren_get_sticky(obr, v1, 0);
1248 s2= RE_vertren_get_sticky(obr, v2, 0);
1249 s3= RE_vertren_get_sticky(obr, v3, 0);
1251 if(s1 && s2 && s3) {
1252 float obwinmat[4][4], winmat[4][4], ho1[4], ho2[4], ho3[4];
1254 float hox, hoy, l, dl, u, v;
1255 float s00, s01, s10, s11, detsh;
1257 /* old globals, localized now */
1258 Zmulx= ((float)R.winx)/2.0f; Zmuly= ((float)R.winy)/2.0f;
1260 zbuf_make_winmat(&R, winmat);
1261 if(shi->obi->flag & R_TRANSFORMED)
1262 mul_m4_m4m4(obwinmat, obi->mat, winmat);
1264 copy_m4_m4(obwinmat, winmat);
1266 zbuf_render_project(obwinmat, v1->co, ho1);
1267 zbuf_render_project(obwinmat, v2->co, ho2);
1268 zbuf_render_project(obwinmat, v3->co, ho3);
1270 s00= ho3[0]/ho3[3] - ho1[0]/ho1[3];
1271 s01= ho3[1]/ho3[3] - ho1[1]/ho1[3];
1272 s10= ho3[0]/ho3[3] - ho2[0]/ho2[3];
1273 s11= ho3[1]/ho3[3] - ho2[1]/ho2[3];
1275 detsh= s00*s11-s10*s01;
1276 detsh= (detsh != 0.0f)? 1.0f/detsh: 0.0f;
1277 s00*= detsh; s01*=detsh;
1278 s10*=detsh; s11*=detsh;
1280 /* recalc u and v again */
1283 u= (hox - ho3[0]/ho3[3])*s11 - (hoy - ho3[1]/ho3[3])*s10;
1284 v= (hoy - ho3[1]/ho3[3])*s00 - (hox - ho3[0]/ho3[3])*s01;
1287 shi->sticky[0]= l*s3[0]-u*s1[0]-v*s2[0];
1288 shi->sticky[1]= l*s3[1]-u*s1[1]-v*s2[1];
1289 shi->sticky[2]= 0.0f;
1292 float dxuv[2], dyuv[2];
1294 dxuv[1]= - s01/Zmulx;
1295 dyuv[0]= - s10/Zmuly;
1298 dl= dxuv[0] + dxuv[1];
1299 shi->dxsticky[0]= dl*s3[0] - dxuv[0]*s1[0] - dxuv[1]*s2[0];
1300 shi->dxsticky[1]= dl*s3[1] - dxuv[0]*s1[1] - dxuv[1]*s2[1];
1301 dl= dyuv[0] + dyuv[1];
1302 shi->dysticky[0]= dl*s3[0] - dyuv[0]*s1[0] - dyuv[1]*s2[0];
1303 shi->dysticky[1]= dl*s3[1] - dyuv[0]*s1[1] - dyuv[1]*s2[1];
1308 Note! For raytracing winco is not set, important because thus means all shader input's need to have their variables set to zero else in-initialized values are used
1310 if (shi->do_manage) {
1311 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
1312 srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
1318 /* ****************** ShadeSample ************************************** */
1320 /* initialize per part, not per pixel! */
1321 void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, int sample)
1324 memset(shi, 0, sizeof(ShadeInput));
1326 shi->sample= sample;
1327 shi->thread= pa->thread;
1328 shi->do_preview= (R.r.scemode & R_MATNODE_PREVIEW) != 0;
1329 shi->do_manage= (R.r.color_mgt_flag & R_COLOR_MANAGEMENT);
1331 shi->layflag= rl->layflag;
1332 shi->passflag= rl->passflag;
1333 shi->combinedflag= ~rl->pass_xor;
1334 shi->mat_override= rl->mat_override;
1335 shi->light_override= rl->light_override;
1337 /* note shi.depth==0 means first hit, not raytracing */
1341 /* initialize per part, not per pixel! */
1342 void shade_sample_initialize(ShadeSample *ssamp, RenderPart *pa, RenderLayer *rl)
1346 tot= R.osa==0?1:R.osa;
1348 for(a=0; a<tot; a++) {
1349 shade_input_initialize(&ssamp->shi[a], pa, rl, a);
1350 memset(&ssamp->shr[a], 0, sizeof(ShadeResult));
1353 get_sample_layers(pa, rl, ssamp->rlpp);
1356 /* Do AO or (future) GI */
1357 void shade_samples_do_AO(ShadeSample *ssamp)
1362 if(!(R.r.mode & R_SHADOW))
1364 if(!(R.r.mode & R_RAYTRACE) && !(R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
1367 if(R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) {
1368 shi= &ssamp->shi[0];
1370 if(((shi->passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
1371 || (shi->passflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
1372 for(sample=0, shi= ssamp->shi; sample<ssamp->tot; shi++, sample++)
1373 if(!(shi->mode & MA_SHLESS))
1374 ambient_occlusion(shi); /* stores in shi->ao[] */
1379 void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
1386 for(shi= ssamp->shi; ps; ps= ps->next) {
1387 shade_input_set_triangle(shi, ps->obi, ps->facenr, 1);
1389 if(shi->vlr) { /* NULL happens for env material or for 'all z' */
1390 unsigned short curmask= ps->mask;
1392 /* full osa is only set for OSA renders */
1393 if(shi->vlr->flag & R_FULL_OSA) {
1394 short shi_cp= 0, samp;
1396 for(samp=0; samp<R.osa; samp++) {
1397 if(curmask & (1<<samp)) {
1398 /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
1399 xs= (float)x + R.jit[samp][0] + 0.5f;
1400 ys= (float)y + R.jit[samp][1] + 0.5f;
1403 shade_input_copy_triangle(shi, shi-1);
1405 shi->mask= (1<<samp);
1406 // shi->rl= ssamp->rlpp[samp];
1407 shi->samplenr= R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
1408 shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
1409 shade_input_set_uv(shi);
1411 shade_input_set_normals(shi);
1412 else /* XXX shi->flippednor messes up otherwise */
1413 shade_input_set_vertex_normals(shi);
1422 short b= R.samples->centmask[curmask];
1423 xs= (float)x + R.samples->centLut[b & 15] + 0.5f;
1424 ys= (float)y + R.samples->centLut[b>>4] + 0.5f;
1427 xs= (float)x + 0.5f;
1428 ys= (float)y + 0.5f;
1432 shi->samplenr= R.shadowsamplenr[shi->thread]++;
1433 shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
1434 shade_input_set_uv(shi);
1435 shade_input_set_normals(shi);
1439 /* total sample amount, shi->sample is static set in initialize */
1441 ssamp->tot= (shi-1)->sample + 1;
1446 /* shades samples, returns true if anything happened */
1447 int shade_samples(ShadeSample *ssamp, PixStr *ps, int x, int y)
1449 shade_samples_fill_with_ps(ssamp, ps, x, y);
1452 ShadeInput *shi= ssamp->shi;
1453 ShadeResult *shr= ssamp->shr;
1456 /* if shadow or AO? */
1457 shade_samples_do_AO(ssamp);
1459 /* if shade (all shadepinputs have same passflag) */
1460 if(ssamp->shi[0].passflag & ~(SCE_PASS_Z|SCE_PASS_INDEXOB|SCE_PASS_INDEXMA)) {
1462 for(samp=0; samp<ssamp->tot; samp++, shi++, shr++) {
1463 shade_input_set_shade_texco(shi);
1464 shade_input_do_shade(shi, shr);
1467 else if(shi->passflag & SCE_PASS_Z) {
1468 for(samp=0; samp<ssamp->tot; samp++, shi++, shr++)
1469 shr->z= -shi->co[2];