merge with 2.5 at 19207, plus some half-finished walker stuff
[blender.git] / source / blender / render / intern / source / shadeoutput.c
1 /**
2 * $Id:
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
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.
10  *
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.
15  *
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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19  *
20  * The Original Code is Copyright (C) 2006 Blender Foundation
21  * All rights reserved.
22  *
23  * Contributors: Hos, Robert Wenzlaff.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 #include <stdio.h>
29 #include <float.h>
30 #include <math.h>
31 #include <string.h>
32
33 #include "MTC_matrixops.h"
34 #include "BLI_arithb.h"
35
36 #include "BKE_colortools.h"
37 #include "BKE_material.h"
38 #include "BKE_texture.h"
39 #include "BKE_utildefines.h"
40
41 #include "DNA_group_types.h"
42 #include "DNA_lamp_types.h"
43 #include "DNA_material_types.h"
44
45 /* local include */
46 #include "occlusion.h"
47 #include "renderpipeline.h"
48 #include "render_types.h"
49 #include "pixelblending.h"
50 #include "rendercore.h"
51 #include "shadbuf.h"
52 #include "sss.h"
53 #include "texture.h"
54
55 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
56 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
57 /* only to be used here in this file, it's for speed */
58 extern struct Render R;
59 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
60
61 static ListBase *get_lights(ShadeInput *shi)
62 {
63         
64         if(shi->light_override)
65                 return &shi->light_override->gobject;
66         else if(shi->mat && shi->mat->group)
67                 return &shi->mat->group->gobject;
68         else
69                 return &R.lights;
70 }
71
72 #if 0
73 static void fogcolor(float *colf, float *rco, float *view)
74 {
75         float alpha, stepsize, startdist, dist, hor[4], zen[3], vec[3], dview[3];
76         float div=0.0f, distfac;
77         
78         hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
79         zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
80         
81         VECCOPY(vec, rco);
82         
83         /* we loop from cur coord to mist start in steps */
84         stepsize= 1.0f;
85         
86         div= ABS(view[2]);
87         dview[0]= view[0]/(stepsize*div);
88         dview[1]= view[1]/(stepsize*div);
89         dview[2]= -stepsize;
90
91         startdist= -rco[2] + BLI_frand();
92         for(dist= startdist; dist>R.wrld.miststa; dist-= stepsize) {
93                 
94                 hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
95                 alpha= 1.0f;
96                 do_sky_tex(vec, vec, NULL, hor, zen, &alpha);
97                 
98                 distfac= (dist-R.wrld.miststa)/R.wrld.mistdist;
99                 
100                 hor[3]= hor[0]*distfac*distfac;
101                 
102                 /* premul! */
103                 alpha= hor[3];
104                 hor[0]= hor[0]*alpha;
105                 hor[1]= hor[1]*alpha;
106                 hor[2]= hor[2]*alpha;
107                 addAlphaOverFloat(colf, hor);
108                 
109                 VECSUB(vec, vec, dview);
110         }       
111 }
112 #endif
113
114 /* zcor is distance, co the 3d coordinate in eye space, return alpha */
115 float mistfactor(float zcor, float *co) 
116 {
117         float fac, hi;
118         
119         fac= zcor - R.wrld.miststa;     /* zcor is calculated per pixel */
120
121         /* fac= -co[2]-R.wrld.miststa; */
122
123         if(fac>0.0f) {
124                 if(fac< R.wrld.mistdist) {
125                         
126                         fac= (fac/(R.wrld.mistdist));
127                         
128                         if(R.wrld.mistype==0) fac*= fac;
129                         else if(R.wrld.mistype==1);
130                         else fac= sqrt(fac);
131                 }
132                 else fac= 1.0f;
133         }
134         else fac= 0.0f;
135         
136         /* height switched off mist */
137         if(R.wrld.misthi!=0.0f && fac!=0.0f) {
138                 /* at height misthi the mist is completely gone */
139
140                 hi= R.viewinv[0][2]*co[0]+R.viewinv[1][2]*co[1]+R.viewinv[2][2]*co[2]+R.viewinv[3][2];
141                 
142                 if(hi>R.wrld.misthi) fac= 0.0f;
143                 else if(hi>0.0f) {
144                         hi= (R.wrld.misthi-hi)/R.wrld.misthi;
145                         fac*= hi*hi;
146                 }
147         }
148
149         return (1.0f-fac)* (1.0f-R.wrld.misi);  
150 }
151
152 static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
153 {
154         double a, b, c, disc, nray[3], npos[3];
155         float t0, t1 = 0.0f, t2= 0.0f, t3, haint;
156         float p1[3], p2[3], ladist, maxz = 0.0f, maxy = 0.0f;
157         int snijp, doclip=1, use_yco=0;
158         int ok1=0, ok2=0;
159         
160         *intens= 0.0f;
161         haint= lar->haint;
162         
163         if(R.r.mode & R_ORTHO) {
164                 /* camera pos (view vector) cannot be used... */
165                 /* camera position (cox,coy,0) rotate around lamp */
166                 p1[0]= shi->co[0]-lar->co[0];
167                 p1[1]= shi->co[1]-lar->co[1];
168                 p1[2]= -lar->co[2];
169                 MTC_Mat3MulVecfl(lar->imat, p1);
170                 VECCOPY(npos, p1);      // npos is double!
171                 
172                 /* pre-scale */
173                 npos[2]*= lar->sh_zfac;
174         }
175         else {
176                 VECCOPY(npos, lar->sh_invcampos);       /* in initlamp calculated */
177         }
178         
179         /* rotate view */
180         VECCOPY(nray, shi->view);
181         MTC_Mat3MulVecd(lar->imat, nray);
182         
183         if(R.wrld.mode & WO_MIST) {
184                 /* patchy... */
185                 haint *= mistfactor(-lar->co[2], lar->co);
186                 if(haint==0.0f) {
187                         return;
188                 }
189         }
190
191
192         /* rotate maxz */
193         if(shi->co[2]==0.0f) doclip= 0; /* for when halo at sky */
194         else {
195                 p1[0]= shi->co[0]-lar->co[0];
196                 p1[1]= shi->co[1]-lar->co[1];
197                 p1[2]= shi->co[2]-lar->co[2];
198         
199                 maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
200                 maxz*= lar->sh_zfac;
201                 maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];
202
203                 if( fabs(nray[2]) < DBL_EPSILON ) use_yco= 1;
204         }
205         
206         /* scale z to make sure volume is normalized */ 
207         nray[2]*= lar->sh_zfac;
208         /* nray does not need normalization */
209         
210         ladist= lar->sh_zfac*lar->dist;
211         
212         /* solve */
213         a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
214         b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
215         c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];
216
217         snijp= 0;
218         if (fabs(a) < DBL_EPSILON) {
219                 /*
220                  * Only one intersection point...
221                  */
222                 return;
223         }
224         else {
225                 disc = b*b - a*c;
226                 
227                 if(disc==0.0) {
228                         t1=t2= (-b)/ a;
229                         snijp= 2;
230                 }
231                 else if (disc > 0.0) {
232                         disc = sqrt(disc);
233                         t1 = (-b + disc) / a;
234                         t2 = (-b - disc) / a;
235                         snijp= 2;
236                 }
237         }
238         if(snijp==2) {
239                 /* sort */
240                 if(t1>t2) {
241                         a= t1; t1= t2; t2= a;
242                 }
243
244                 /* z of intersection points with diabolo */
245                 p1[2]= npos[2] + t1*nray[2];
246                 p2[2]= npos[2] + t2*nray[2];
247
248                 /* evaluate both points */
249                 if(p1[2]<=0.0f) ok1= 1;
250                 if(p2[2]<=0.0f && t1!=t2) ok2= 1;
251                 
252                 /* at least 1 point with negative z */
253                 if(ok1==0 && ok2==0) return;
254                 
255                 /* intersction point with -ladist, the bottom of the cone */
256                 if(use_yco==0) {
257                         t3= (-ladist-npos[2])/nray[2];
258                                 
259                         /* de we have to replace one of the intersection points? */
260                         if(ok1) {
261                                 if(p1[2]<-ladist) t1= t3;
262                         }
263                         else {
264                                 ok1= 1;
265                                 t1= t3;
266                         }
267                         if(ok2) {
268                                 if(p2[2]<-ladist) t2= t3;
269                         }
270                         else {
271                                 ok2= 1;
272                                 t2= t3;
273                         }
274                 }
275                 else if(ok1==0 || ok2==0) return;
276                 
277                 /* at least 1 visible interesction point */
278                 if(t1<0.0f && t2<0.0f) return;
279                 
280                 if(t1<0.0f) t1= 0.0f;
281                 if(t2<0.0f) t2= 0.0f;
282                 
283                 if(t1==t2) return;
284                 
285                 /* sort again to be sure */
286                 if(t1>t2) {
287                         a= t1; t1= t2; t2= a;
288                 }
289                 
290                 /* calculate t0: is the maximum visible z (when halo is intersected by face) */ 
291                 if(doclip) {
292                         if(use_yco==0) t0= (maxz-npos[2])/nray[2];
293                         else t0= (maxy-npos[1])/nray[1];
294
295                         if(t0<t1) return;
296                         if(t0<t2) t2= t0;
297                 }
298
299                 /* calc points */
300                 p1[0]= npos[0] + t1*nray[0];
301                 p1[1]= npos[1] + t1*nray[1];
302                 p1[2]= npos[2] + t1*nray[2];
303                 p2[0]= npos[0] + t2*nray[0];
304                 p2[1]= npos[1] + t2*nray[1];
305                 p2[2]= npos[2] + t2*nray[2];
306                 
307                         
308                 /* now we have 2 points, make three lengths with it */
309                 
310                 a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
311                 b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
312                 c= VecLenf(p1, p2);
313                 
314                 a/= ladist;
315                 a= sqrt(a);
316                 b/= ladist; 
317                 b= sqrt(b);
318                 c/= ladist;
319                 
320                 *intens= c*( (1.0-a)+(1.0-b) );
321
322                 /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
323                         at the edges (especially with narrow halos) */
324                 if(*intens<=0.0f) return;
325
326                 /* soft area */
327                 /* not needed because t0 has been used for p1/p2 as well */
328                 /* if(doclip && t0<t2) { */
329                 /*      *intens *= (t0-t1)/(t2-t1); */
330                 /* } */
331                 
332                 *intens *= haint;
333                 
334                 if(lar->shb && lar->shb->shadhalostep) {
335                         *intens *= shadow_halo(lar, p1, p2);
336                 }
337                 
338         }
339 }
340
341 void renderspothalo(ShadeInput *shi, float *col, float alpha)
342 {
343         ListBase *lights;
344         GroupObject *go;
345         LampRen *lar;
346         float i;
347         
348         if(alpha==0.0f) return;
349         
350         lights= get_lights(shi);
351         for(go=lights->first; go; go= go->next) {
352                 lar= go->lampren;
353                 if(lar==NULL) continue;
354                 
355                 if(lar->type==LA_SPOT && (lar->mode & LA_HALO) && lar->haint>0) {
356                         
357                         if(lar->mode & LA_LAYER) 
358                                 if(shi->vlr && (lar->lay & shi->obi->lay)==0) 
359                                         continue;
360                         if((lar->lay & shi->lay)==0) 
361                                 continue;
362                         
363                         spothalo(lar, shi, &i);
364                         if(i>0.0f) {
365                                 col[3]+= i*alpha;                       // all premul
366                                 col[0]+= i*lar->r*alpha;
367                                 col[1]+= i*lar->g*alpha;
368                                 col[2]+= i*lar->b*alpha;        
369                         }
370                 }
371         }
372         /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */
373         if(col[3]>1.0f) col[3]= 1.0f;
374 }
375
376
377
378 /* ---------------- shaders ----------------------- */
379
380 /* mix of 'real' fresnel and allowing control. grad defines blending gradient */
381 float fresnel_fac(float *view, float *vn, float grad, float fac)
382 {
383         float t1, t2;
384         
385         if(fac==0.0f) return 1.0f;
386         
387         t1= (view[0]*vn[0] + view[1]*vn[1] + view[2]*vn[2]);
388         if(t1>0.0f)  t2= 1.0f+t1;
389         else t2= 1.0f-t1;
390         
391         t2= grad + (1.0f-grad)*pow(t2, fac);
392         
393         if(t2<0.0f) return 0.0f;
394         else if(t2>1.0f) return 1.0f;
395         return t2;
396 }
397
398 static double saacos_d(double fac)
399 {
400         if(fac<= -1.0f) return M_PI;
401         else if(fac>=1.0f) return 0.0;
402         else return acos(fac);
403 }
404
405 /* Stoke's form factor. Need doubles here for extreme small area sizes */
406 static float area_lamp_energy(float (*area)[3], float *co, float *vn)
407 {
408         double fac;
409         double vec[4][3];       /* vectors of rendered co to vertices lamp */
410         double cross[4][3];     /* cross products of this */
411         double rad[4];          /* angles between vecs */
412
413         VECSUB(vec[0], co, area[0]);
414         VECSUB(vec[1], co, area[1]);
415         VECSUB(vec[2], co, area[2]);
416         VECSUB(vec[3], co, area[3]);
417         
418         Normalize_d(vec[0]);
419         Normalize_d(vec[1]);
420         Normalize_d(vec[2]);
421         Normalize_d(vec[3]);
422
423         /* cross product */
424         CROSS(cross[0], vec[0], vec[1]);
425         CROSS(cross[1], vec[1], vec[2]);
426         CROSS(cross[2], vec[2], vec[3]);
427         CROSS(cross[3], vec[3], vec[0]);
428
429         Normalize_d(cross[0]);
430         Normalize_d(cross[1]);
431         Normalize_d(cross[2]);
432         Normalize_d(cross[3]);
433
434         /* angles */
435         rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
436         rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
437         rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
438         rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];
439
440         rad[0]= saacos_d(rad[0]);
441         rad[1]= saacos_d(rad[1]);
442         rad[2]= saacos_d(rad[2]);
443         rad[3]= saacos_d(rad[3]);
444
445         /* Stoke formula */
446         fac=  rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]);
447         fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]);
448         fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]);
449         fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
450
451         if(fac<=0.0) return 0.0;
452         return fac;
453 }
454
455 static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
456 {
457         /* corner vectors are moved around according lamp jitter */
458         float *jitlamp= lar->jitter, vec[3];
459         float area[4][3], intens= 0.0f;
460         int a= lar->ray_totsamp;
461
462         /* test if co is behind lamp */
463         VECSUB(vec, co, lar->co);
464         if(INPR(vec, lar->vec) < 0.0f)
465                 return 0.0f;
466
467         while(a--) {
468                 vec[0]= jitlamp[0];
469                 vec[1]= jitlamp[1];
470                 vec[2]= 0.0f;
471                 Mat3MulVecfl(lar->mat, vec);
472                 
473                 VECADD(area[0], lar->area[0], vec);
474                 VECADD(area[1], lar->area[1], vec);
475                 VECADD(area[2], lar->area[2], vec);
476                 VECADD(area[3], lar->area[3], vec);
477                 
478                 intens+= area_lamp_energy(area, co, vn);
479                 
480                 jitlamp+= 2;
481         }
482         intens /= (float)lar->ray_totsamp;
483         
484         return pow(intens*lar->areasize, lar->k);       // corrected for buttons size and lar->dist^2
485 }
486
487 static float spec(float inp, int hard)  
488 {
489         float b1;
490         
491         if(inp>=1.0f) return 1.0f;
492         else if (inp<=0.0f) return 0.0f;
493         
494         b1= inp*inp;
495         /* avoid FPE */
496         if(b1<0.01f) b1= 0.01f; 
497         
498         if((hard & 1)==0)  inp= 1.0f;
499         if(hard & 2)  inp*= b1;
500         b1*= b1;
501         if(hard & 4)  inp*= b1;
502         b1*= b1;
503         if(hard & 8)  inp*= b1;
504         b1*= b1;
505         if(hard & 16) inp*= b1;
506         b1*= b1;
507
508         /* avoid FPE */
509         if(b1<0.001f) b1= 0.0f; 
510
511         if(hard & 32) inp*= b1;
512         b1*= b1;
513         if(hard & 64) inp*=b1;
514         b1*= b1;
515         if(hard & 128) inp*=b1;
516
517         if(b1<0.001f) b1= 0.0f; 
518
519         if(hard & 256) {
520                 b1*= b1;
521                 inp*=b1;
522         }
523
524         return inp;
525 }
526
527 static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent )
528 {
529         float h[3];
530         float rslt;
531         
532         h[0] = l[0] + v[0];
533         h[1] = l[1] + v[1];
534         h[2] = l[2] + v[2];
535         Normalize(h);
536         
537         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
538         if(tangent) rslt= sasqrt(1.0f - rslt*rslt);
539                 
540         if( rslt > 0.0f ) rslt= spec(rslt, hard);
541         else rslt = 0.0f;
542         
543         return rslt;
544 }
545
546
547 /* reduced cook torrance spec (for off-specular peak) */
548 static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent)
549 {
550         float i, nh, nv, h[3];
551
552         h[0]= v[0]+l[0];
553         h[1]= v[1]+l[1];
554         h[2]= v[2]+l[2];
555         Normalize(h);
556
557         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
558         if(tangent) nh= sasqrt(1.0f - nh*nh);
559         else if(nh<0.0f) return 0.0f;
560         
561         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
562         if(tangent) nv= sasqrt(1.0f - nv*nv);
563         else if(nv<0.0f) nv= 0.0f;
564
565         i= spec(nh, hard);
566
567         i= i/(0.1+nv);
568         return i;
569 }
570
571 /* Blinn spec */
572 static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power, int tangent)
573 {
574         float i, nh, nv, nl, vh, h[3];
575         float a, b, c, g=0.0f, p, f, ang;
576
577         if(refrac < 1.0f) return 0.0f;
578         if(spec_power == 0.0f) return 0.0f;
579         
580         /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
581         if(spec_power<100.0f)
582                 spec_power= sqrt(1.0f/spec_power);
583         else spec_power= 10.0f/spec_power;
584         
585         h[0]= v[0]+l[0];
586         h[1]= v[1]+l[1];
587         h[2]= v[2]+l[2];
588         Normalize(h);
589
590         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
591         if(tangent) nh= sasqrt(1.0f - nh*nh);
592         else if(nh<0.0f) return 0.0f;
593
594         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
595         if(tangent) nv= sasqrt(1.0f - nv*nv);
596         if(nv<=0.01f) nv= 0.01f;                                /* hrms... */
597
598         nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
599         if(tangent) nl= sasqrt(1.0f - nl*nl);
600         if(nl<=0.01f) {
601                 return 0.0f;
602         }
603
604         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
605         if(vh<=0.0f) vh= 0.01f;
606
607         a = 1.0f;
608         b = (2.0f*nh*nv)/vh;
609         c = (2.0f*nh*nl)/vh;
610
611         if( a < b && a < c ) g = a;
612         else if( b < a && b < c ) g = b;
613         else if( c < a && c < b ) g = c;
614
615         p = sqrt( (double)((refrac * refrac)+(vh*vh)-1.0f) );
616         f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1+((((vh*(p+vh))-1.0f)*((vh*(p+vh))-1.0f))/(((vh*(p-vh))+1.0f)*((vh*(p-vh))+1.0f))));
617         ang = saacos(nh);
618
619         i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power)));
620         if(i<0.0f) i= 0.0f;
621         
622         return i;
623 }
624
625 /* cartoon render spec */
626 static float Toon_Spec( float *n, float *l, float *v, float size, float smooth, int tangent)
627 {
628         float h[3];
629         float ang;
630         float rslt;
631         
632         h[0] = l[0] + v[0];
633         h[1] = l[1] + v[1];
634         h[2] = l[2] + v[2];
635         Normalize(h);
636         
637         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
638         if(tangent) rslt = sasqrt(1.0f - rslt*rslt);
639         
640         ang = saacos( rslt ); 
641         
642         if( ang < size ) rslt = 1.0f;
643         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
644         else rslt = 1.0f - ((ang - size) / smooth);
645         
646         return rslt;
647 }
648
649 /* Ward isotropic gaussian spec */
650 static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent)
651 {
652         float i, nh, nv, nl, h[3], angle, alpha;
653
654
655         /* half-way vector */
656         h[0] = l[0] + v[0];
657         h[1] = l[1] + v[1];
658         h[2] = l[2] + v[2];
659         Normalize(h);
660
661         nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
662         if(tangent) nh = sasqrt(1.0f - nh*nh);
663         if(nh<=0.0f) nh = 0.001f;
664         
665         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
666         if(tangent) nv = sasqrt(1.0f - nv*nv);
667         if(nv<=0.0f) nv = 0.001f;
668
669         nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
670         if(tangent) nl = sasqrt(1.0f - nl*nl);
671         if(nl<=0.0f) nl = 0.001f;
672
673         angle = tan(saacos(nh));
674         alpha = MAX2(rms, 0.001f);
675
676         i= nl * (1.0f/(4.0f*M_PI*alpha*alpha)) * (exp( -(angle*angle)/(alpha*alpha))/(sqrt(nv*nl)));
677
678         return i;
679 }
680
681 /* cartoon render diffuse */
682 static float Toon_Diff( float *n, float *l, float *v, float size, float smooth )
683 {
684         float rslt, ang;
685
686         rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
687
688         ang = saacos( (double)(rslt) );
689
690         if( ang < size ) rslt = 1.0f;
691         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
692         else rslt = 1.0f - ((ang - size) / smooth);
693
694         return rslt;
695 }
696
697 /* Oren Nayar diffuse */
698
699 /* 'nl' is either dot product, or return value of area light */
700 /* in latter case, only last multiplication uses 'nl' */
701 static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough )
702 {
703         float i, nh, nv, vh, realnl, h[3];
704         float a, b, t, A, B;
705         float Lit_A, View_A, Lit_B[3], View_B[3];
706         
707         h[0]= v[0]+l[0];
708         h[1]= v[1]+l[1];
709         h[2]= v[2]+l[2];
710         Normalize(h);
711         
712         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
713         if(nh<0.0f) nh = 0.0f;
714         
715         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
716         if(nv<=0.0f) nv= 0.0f;
717         
718         realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
719         if(realnl<=0.0f) return 0.0f;
720         if(nl<0.0f) return 0.0f;                /* value from area light */
721         
722         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and halfway vector */
723         if(vh<=0.0f) vh= 0.0f;
724         
725         Lit_A = saacos(realnl);
726         View_A = saacos( nv );
727         
728         Lit_B[0] = l[0] - (realnl * n[0]);
729         Lit_B[1] = l[1] - (realnl * n[1]);
730         Lit_B[2] = l[2] - (realnl * n[2]);
731         Normalize( Lit_B );
732         
733         View_B[0] = v[0] - (nv * n[0]);
734         View_B[1] = v[1] - (nv * n[1]);
735         View_B[2] = v[2] - (nv * n[2]);
736         Normalize( View_B );
737         
738         t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
739         if( t < 0 ) t = 0;
740         
741         if( Lit_A > View_A ) {
742                 a = Lit_A;
743                 b = View_A;
744         }
745         else {
746                 a = View_A;
747                 b = Lit_A;
748         }
749         
750         A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f)));
751         B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f));
752         
753         b*= 0.95f;      /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
754                                 /* overflow only happens with extreme size area light, and higher roughness */
755         i = nl * ( A + ( B * t * sin(a) * tan(b) ) );
756         
757         return i;
758 }
759
760 /* Minnaert diffuse */
761 static float Minnaert_Diff(float nl, float *n, float *v, float darkness)
762 {
763
764         float i, nv;
765
766         /* nl = dot product between surface normal and light vector */
767         if (nl <= 0.0f)
768                 return 0.0f;
769
770         /* nv = dot product between surface normal and view vector */
771         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
772         if (nv < 0.0f)
773                 nv = 0.0f;
774
775         if (darkness <= 1.0f)
776                 i = nl * pow(MAX2(nv*nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
777         else
778                 i = nl * pow( (1.001f - nv), (darkness  - 1.0f) ); /*Nvidia model*/
779
780         return i;
781 }
782
783 static float Fresnel_Diff(float *vn, float *lv, float *view, float fac_i, float fac)
784 {
785         return fresnel_fac(lv, vn, fac_i, fac);
786 }
787
788 /* --------------------------------------------- */
789 /* also called from texture.c */
790 void calc_R_ref(ShadeInput *shi)
791 {
792         float i;
793
794         /* shi->vn dot shi->view */
795         i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
796
797         shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
798         shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
799         shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
800         if(shi->osatex) {
801                 if(shi->vlr->flag & R_SMOOTH) {
802                         i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) +
803                                 (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] );
804
805                         shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0]));
806                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1]));
807                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2]));
808
809                         i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+
810                                 (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] );
811
812                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0]));
813                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1]));
814                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2]));
815
816                 }
817                 else {
818
819                         i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) +
820                                 shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );
821
822                         shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]);
823                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
824                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
825
826                         i= -2*( shi->vn[0]*shi->view[0]+
827                                 shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] );
828
829                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
830                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]);
831                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
832                 }
833         }
834
835 }
836
837 /* called from ray.c */
838 void shade_color(ShadeInput *shi, ShadeResult *shr)
839 {
840         Material *ma= shi->mat;
841
842         if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
843                 shi->r= shi->vcol[0];
844                 shi->g= shi->vcol[1];
845                 shi->b= shi->vcol[2];
846                 if(ma->mode & (MA_FACETEXTURE_ALPHA))
847                         shi->alpha= shi->vcol[3];
848         }
849         
850         if(ma->texco)
851                 do_material_tex(shi);
852
853         if(ma->fresnel_tra!=0.0f) 
854                 shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
855
856         shr->diff[0]= shi->r;
857         shr->diff[1]= shi->g;
858         shr->diff[2]= shi->b;
859         shr->alpha= shi->alpha;
860 }
861
862 /* ramp for at end of shade */
863 static void ramp_diffuse_result(float *diff, ShadeInput *shi)
864 {
865         Material *ma= shi->mat;
866         float col[4], fac=0;
867
868         if(ma->ramp_col) {
869                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
870                         
871                         fac= 0.3*diff[0] + 0.58*diff[1] + 0.12*diff[2];
872                         do_colorband(ma->ramp_col, fac, col);
873                         
874                         /* blending method */
875                         fac= col[3]*ma->rampfac_col;
876                         
877                         ramp_blend(ma->rampblend_col, diff, diff+1, diff+2, fac, col);
878                 }
879         }
880 }
881
882 /* r,g,b denote energy, ramp is used with different values to make new material color */
883 static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
884 {
885         Material *ma= shi->mat;
886         float col[4], colt[3], fac=0;
887         
888         if(ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
889                 
890                 /* MA_RAMP_IN_RESULT is exceptional */
891                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
892                         // normal add
893                         diff[0] += r * shi->r;
894                         diff[1] += g * shi->g;
895                         diff[2] += b * shi->b;
896                 }
897                 else {
898                         /* input */
899                         switch(ma->rampin_col) {
900                         case MA_RAMP_IN_ENERGY:
901                                 fac= 0.3*r + 0.58*g + 0.12*b;
902                                 break;
903                         case MA_RAMP_IN_SHADER:
904                                 fac= is;
905                                 break;
906                         case MA_RAMP_IN_NOR:
907                                 fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
908                                 break;
909                         }
910         
911                         do_colorband(ma->ramp_col, fac, col);
912                         
913                         /* blending method */
914                         fac= col[3]*ma->rampfac_col;
915                         colt[0]= shi->r;
916                         colt[1]= shi->g;
917                         colt[2]= shi->b;
918
919                         ramp_blend(ma->rampblend_col, colt, colt+1, colt+2, fac, col);
920
921                         /* output to */
922                         diff[0] += r * colt[0];
923                         diff[1] += g * colt[1];
924                         diff[2] += b * colt[2];
925                 }
926         }
927         else {
928                 diff[0] += r * shi->r;
929                 diff[1] += g * shi->g;
930                 diff[2] += b * shi->b;
931         }
932 }
933
934 static void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
935 {
936         Material *ma= shi->mat;
937         float col[4];
938         float fac;
939         
940         if(ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
941                 fac= 0.3*(*specr) + 0.58*(*specg) + 0.12*(*specb);
942                 do_colorband(ma->ramp_spec, fac, col);
943                 
944                 /* blending method */
945                 fac= col[3]*ma->rampfac_spec;
946                 
947                 ramp_blend(ma->rampblend_spec, specr, specg, specb, fac, col);
948                 
949         }
950 }
951
952 /* is = dot product shade, t = spec energy */
953 static void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
954 {
955         Material *ma= shi->mat;
956         float col[4];
957         float fac=0.0f;
958         
959         spec[0]= shi->specr;
960         spec[1]= shi->specg;
961         spec[2]= shi->specb;
962
963         /* MA_RAMP_IN_RESULT is exception */
964         if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
965                 
966                 /* input */
967                 switch(ma->rampin_spec) {
968                 case MA_RAMP_IN_ENERGY:
969                         fac= t;
970                         break;
971                 case MA_RAMP_IN_SHADER:
972                         fac= is;
973                         break;
974                 case MA_RAMP_IN_NOR:
975                         fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
976                         break;
977                 }
978                 
979                 do_colorband(ma->ramp_spec, fac, col);
980                 
981                 /* blending method */
982                 fac= col[3]*ma->rampfac_spec;
983                 
984                 ramp_blend(ma->rampblend_spec, spec, spec+1, spec+2, fac, col);
985         }
986 }
987
988 /* pure AO, check for raytrace and world should have been done */
989 void ambient_occlusion(ShadeInput *shi)
990 {
991         if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
992                 sample_occ(&R, shi);
993         else if((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f)
994                 ray_ao(shi, shi->ao);
995         else
996                 shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
997 }
998
999
1000 /* wrld mode was checked for */
1001 void ambient_occlusion_to_diffuse(ShadeInput *shi, float *diff)
1002 {
1003         if((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX) {
1004                 if(shi->mat->amb!=0.0f) {
1005                         float f= R.wrld.aoenergy*shi->mat->amb;
1006
1007                         if (R.wrld.aomix==WO_AOADDSUB) {
1008                                 diff[0] = 2.0f*shi->ao[0]-1.0f;
1009                                 diff[1] = 2.0f*shi->ao[1]-1.0f;
1010                                 diff[2] = 2.0f*shi->ao[2]-1.0f;
1011                         }
1012                         else if (R.wrld.aomix==WO_AOSUB) {
1013                                 diff[0] = shi->ao[0]-1.0f;
1014                                 diff[1] = shi->ao[1]-1.0f;
1015                                 diff[2] = shi->ao[2]-1.0f;
1016                         }
1017                         else {
1018                                 VECCOPY(diff, shi->ao);
1019                         }
1020                         
1021                         VECMUL(diff, f);
1022                 }
1023                 else
1024                         diff[0]= diff[1]= diff[2]= 0.0f;
1025         }
1026         else
1027                 diff[0]= diff[1]= diff[2]= 0.0f;
1028 }
1029
1030 /* result written in shadfac */
1031 void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real)
1032 {
1033         LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]);
1034         
1035         if(do_real || lss->samplenr!=shi->samplenr) {
1036                 
1037                 shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1038                 
1039                 if(lar->shb) {
1040                         if(lar->buftype==LA_SHADBUF_IRREGULAR)
1041                                 shadfac[3]= ISB_getshadow(shi, lar->shb);
1042                         else
1043                                 shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias);
1044                 }
1045                 else if(lar->mode & LA_SHAD_RAY) {
1046                         ray_shadow(shi, lar, shadfac);
1047                 }
1048                 
1049                 if(shi->depth==0) {
1050                         QUATCOPY(lss->shadfac, shadfac);
1051                         lss->samplenr= shi->samplenr;
1052                 }
1053         }
1054         else {
1055                 QUATCOPY(shadfac, lss->shadfac);
1056         }
1057 }
1058
1059 /* lampdistance and spot angle, writes in lv and dist */
1060 float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
1061 {
1062         if(lar->type==LA_SUN || lar->type==LA_HEMI) {
1063                 *dist= 1.0f;
1064                 VECCOPY(lv, lar->vec);
1065                 return 1.0f;
1066         }
1067         else {
1068                 float visifac= 1.0f, t;
1069                 
1070                 VECSUB(lv, co, lar->co);
1071                 *dist= sqrt( INPR(lv, lv));
1072                 t= 1.0f/dist[0];
1073                 VECMUL(lv, t);
1074                 
1075                 /* area type has no quad or sphere option */
1076                 if(lar->type==LA_AREA) {
1077                         /* area is single sided */
1078                         //if(INPR(lv, lar->vec) > 0.0f)
1079                         //      visifac= 1.0f;
1080                         //else
1081                         //      visifac= 0.0f;
1082                 }
1083                 else {
1084                         switch(lar->falloff_type)
1085                         {
1086                                 case LA_FALLOFF_CONSTANT:
1087                                         visifac = 1.0f;
1088                                         break;
1089                                 case LA_FALLOFF_INVLINEAR:
1090                                         visifac = lar->dist/(lar->dist + dist[0]);
1091                                         break;
1092                                 case LA_FALLOFF_INVSQUARE:
1093                                         visifac = lar->dist / (lar->dist + dist[0]*dist[0]);
1094                                         break;
1095                                 case LA_FALLOFF_SLIDERS:
1096                                         if(lar->ld1>0.0f)
1097                                                 visifac= lar->dist/(lar->dist+lar->ld1*dist[0]);
1098                                         if(lar->ld2>0.0f)
1099                                                 visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
1100                                         break;
1101                                 case LA_FALLOFF_CURVE:
1102                                         visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
1103                                         break;
1104                         }
1105                         
1106                         if(lar->mode & LA_SPHERE) {
1107                                 float t= lar->dist - dist[0];
1108                                 if(t<=0.0f) 
1109                                         visifac= 0.0f;
1110                                 else
1111                                         visifac*= t/lar->dist;
1112                         }
1113                         
1114                         if(visifac > 0.0f) {
1115                                 if(lar->type==LA_SPOT) {
1116                                         float inpr;
1117                                         
1118                                         if(lar->mode & LA_SQUARE) {
1119                                                 if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0f) {
1120                                                         float lvrot[3], x;
1121                                                         
1122                                                         /* rotate view to lampspace */
1123                                                         VECCOPY(lvrot, lv);
1124                                                         MTC_Mat3MulVecfl(lar->imat, lvrot);
1125                                                         
1126                                                         x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
1127                                                         /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
1128                                                         
1129                                                         inpr= 1.0f/(sqrt(1.0f+x*x));
1130                                                 }
1131                                                 else inpr= 0.0f;
1132                                         }
1133                                         else {
1134                                                 inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
1135                                         }
1136                                         
1137                                         t= lar->spotsi;
1138                                         if(inpr<=t) 
1139                                                 visifac= 0.0f;
1140                                         else {
1141                                                 t= inpr-t;
1142                                                 if(t<lar->spotbl && lar->spotbl!=0.0f) {
1143                                                         /* soft area */
1144                                                         float i= t/lar->spotbl;
1145                                                         t= i*i;
1146                                                         inpr*= (3.0f*t-2.0f*t*i);
1147                                                 }
1148                                                 visifac*= inpr;
1149                                         }
1150                                 }
1151                         }
1152                 }
1153                 if (visifac <= 0.001) visifac = 0.0f;
1154                 return visifac;
1155         }
1156 }
1157
1158 /* function returns raw diff, spec and full shadowed diff in the 'shad' pass */
1159 static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag)
1160 {
1161         Material *ma= shi->mat;
1162         VlakRen *vlr= shi->vlr;
1163         float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
1164         float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
1165         float visifac;
1166         
1167         vn= shi->vn;
1168         view= shi->view;
1169         
1170         
1171         if (lar->energy == 0.0) return;
1172         /* only shadow lamps shouldn't affect shadow-less materials at all */
1173         if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
1174                 return;
1175         /* optimisation, don't render fully black lamps */
1176         if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
1177                 return;
1178         
1179         /* lampdist, spot angle, area side, ... */
1180         visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1181         if(visifac==0.0f)
1182                 return;
1183         
1184         if(lar->type==LA_SPOT) {
1185                 if(lar->mode & LA_OSATEX) {
1186                         shi->osatex= 1; /* signal for multitex() */
1187                         
1188                         shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist;
1189                         shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist;
1190                         shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist;
1191                         
1192                         shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist;
1193                         shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist;
1194                         shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist;
1195                 }
1196         }
1197         
1198         /* lamp color texture */
1199         lacol[0]= lar->r;
1200         lacol[1]= lar->g;
1201         lacol[2]= lar->b;
1202         
1203         lashdw[0]= lar->shdwr;
1204         lashdw[1]= lar->shdwg;
1205         lashdw[2]= lar->shdwb;
1206         
1207         if(lar->mode & LA_TEXTURE)      do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
1208         if(lar->mode & LA_SHAD_TEX)     do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
1209
1210                 /* tangent case; calculate fake face normal, aligned with lampvector */ 
1211                 /* note, vnor==vn is used as tangent trigger for buffer shadow */
1212         if(vlr->flag & R_TANGENT) {
1213                 float cross[3], nstrand[3], blend;
1214
1215                 if(ma->mode & MA_STR_SURFDIFF) {
1216                         Crossf(cross, shi->surfnor, vn);
1217                         Crossf(nstrand, vn, cross);
1218
1219                         blend= INPR(nstrand, shi->surfnor);
1220                         blend= 1.0f - blend;
1221                         CLAMP(blend, 0.0f, 1.0f);
1222
1223                         VecLerpf(vnor, nstrand, shi->surfnor, blend);
1224                         Normalize(vnor);
1225                 }
1226                 else {
1227                         Crossf(cross, lv, vn);
1228                         Crossf(vnor, cross, vn);
1229                         Normalize(vnor);
1230                 }
1231
1232                 if(ma->strand_surfnor > 0.0f) {
1233                         if(ma->strand_surfnor > shi->surfdist) {
1234                                 blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor;
1235                                 VecLerpf(vnor, vnor, shi->surfnor, blend);
1236                                 Normalize(vnor);
1237                         }
1238                 }
1239
1240                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1241                 vn= vnor;
1242         }
1243         else if (ma->mode & MA_TANGENT_V) {
1244                 float cross[3];
1245                 Crossf(cross, lv, shi->tang);
1246                 Crossf(vnor, cross, shi->tang);
1247                 Normalize(vnor);
1248                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1249                 vn= vnor;
1250         }
1251         
1252         /* dot product and reflectivity */
1253         /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
1254         inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
1255         
1256         /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
1257         /* this complex construction screams for a nicer implementation! (ton) */
1258         if(R.r.mode & R_SHADOW) {
1259                 if(ma->mode & MA_SHADOW) {
1260                         if(lar->type==LA_HEMI || lar->type==LA_AREA);
1261                         else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
1262                                 float thresh= shi->obr->ob->smoothresh;
1263                                 if(inp>thresh)
1264                                         phongcorr= (inp-thresh)/(inp*(1.0f-thresh));
1265                                 else
1266                                         phongcorr= 0.0f;
1267                         }
1268                         else if(ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) {
1269                                 if(inp>ma->sbias)
1270                                         phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias));
1271                                 else
1272                                         phongcorr= 0.0f;
1273                         }
1274                 }
1275         }
1276         
1277         /* diffuse shaders */
1278         if(lar->mode & LA_NO_DIFF) {
1279                 is= 0.0f;       // skip shaders
1280         }
1281         else if(lar->type==LA_HEMI) {
1282                 is= 0.5f*inp + 0.5f;
1283         }
1284         else {
1285                 
1286                 if(lar->type==LA_AREA)
1287                         inp= area_lamp_energy_multisample(lar, shi->co, vn);
1288                 
1289                 /* diffuse shaders (oren nayer gets inp from area light) */
1290                 if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);
1291                 else if(ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1292                 else if(ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness);
1293                 else if(ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1294                 else is= inp;   // Lambert
1295         }
1296         
1297         /* 'is' is diffuse */
1298         if((ma->shade_flag & MA_CUBIC) && is>0.0f && is<1.0f)
1299                 is= 3.0*is*is - 2.0*is*is*is;   // nicer termination of shades
1300
1301         i= is*phongcorr;
1302         
1303         if(i>0.0f) {
1304                 i*= visifac*shi->refl;
1305         }
1306         i_noshad= i;
1307         
1308         vn= shi->vn;    // bring back original vector, we use special specular shaders for tangent
1309         if(ma->mode & MA_TANGENT_V)
1310                 vn= shi->tang;
1311         
1312         /* init transp shadow */
1313         shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1314         
1315         /* shadow and spec, (visifac==0 outside spot) */
1316         if(visifac> 0.0f) {
1317                 
1318                 if((R.r.mode & R_SHADOW)) {
1319                         if(ma->mode & MA_SHADOW) {
1320                                 if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1321                                         
1322                                         if(vn==vnor)    /* tangent trigger */
1323                                                 lamp_get_shadow(lar, shi, INPR(shi->vn, lv), shadfac, shi->depth);
1324                                         else
1325                                                 lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
1326                                                 
1327                                         /* warning, here it skips the loop */
1328                                         if((lar->mode & LA_ONLYSHADOW) && i>0.0) {
1329                                                 
1330                                                 shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
1331                                                 shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
1332                                                 shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
1333                                                 shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
1334                                                 
1335                                                 shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
1336                                                 shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
1337                                                 shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
1338                                                 
1339                                                 return;
1340                                         }
1341                                         
1342                                         i*= shadfac[3];
1343                                 }
1344                         }
1345                 }
1346                 
1347                 /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
1348                 if(!(lar->mode & LA_NO_DIFF)) {
1349                         if(i>0.0f) {
1350                                 if(ma->mode & MA_SHADOW_TRA)
1351                                         add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
1352                                 else
1353                                         add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
1354                         }
1355                         /* add light for colored shadow */
1356                         if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
1357                                 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]);
1358                         }
1359                         if(i_noshad>0.0f) {
1360                                 if(passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
1361                                         if(ma->mode & MA_SHADOW_TRA)
1362                                                 add_to_diffuse(shr->diff, shi, is, i_noshad*shadfac[0]*lacol[0], i_noshad*shadfac[1]*lacol[1], i_noshad*shadfac[2]*lacol[2]);
1363                                         else
1364                                                 add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
1365                                 }
1366                                 else
1367                                         VECCOPY(shr->diff, shr->shad);
1368                         }
1369                 }
1370                 
1371                 /* specularity */
1372                 shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
1373                 
1374                 if(shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
1375                         
1376                         if(!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
1377                         else if(lar->type==LA_HEMI) {
1378                                 float t;
1379                                 /* hemi uses no spec shaders (yet) */
1380                                 
1381                                 lv[0]+= view[0];
1382                                 lv[1]+= view[1];
1383                                 lv[2]+= view[2];
1384                                 
1385                                 Normalize(lv);
1386                                 
1387                                 t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
1388                                 
1389                                 if(lar->type==LA_HEMI) {
1390                                         t= 0.5*t+0.5;
1391                                 }
1392                                 
1393                                 t= shadfac[3]*shi->spec*spec(t, shi->har);
1394                                 
1395                                 shr->spec[0]+= t*(lacol[0] * shi->specr);
1396                                 shr->spec[1]+= t*(lacol[1] * shi->specg);
1397                                 shr->spec[2]+= t*(lacol[2] * shi->specb);
1398                         }
1399                         else {
1400                                 /* specular shaders */
1401                                 float specfac, t;
1402                                 
1403                                 if(ma->spec_shader==MA_SPEC_PHONG) 
1404                                         specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1405                                 else if(ma->spec_shader==MA_SPEC_COOKTORR) 
1406                                         specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1407                                 else if(ma->spec_shader==MA_SPEC_BLINN) 
1408                                         specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1409                                 else if(ma->spec_shader==MA_SPEC_WARDISO)
1410                                         specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1411                                 else 
1412                                         specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1413                                 
1414                                 /* area lamp correction */
1415                                 if(lar->type==LA_AREA) specfac*= inp;
1416                                 
1417                                 t= shadfac[3]*shi->spec*visifac*specfac;
1418                                 
1419                                 if(ma->mode & MA_RAMP_SPEC) {
1420                                         float spec[3];
1421                                         do_specular_ramp(shi, specfac, t, spec);
1422                                         shr->spec[0]+= t*(lacol[0] * spec[0]);
1423                                         shr->spec[1]+= t*(lacol[1] * spec[1]);
1424                                         shr->spec[2]+= t*(lacol[2] * spec[2]);
1425                                 }
1426                                 else {
1427                                         shr->spec[0]+= t*(lacol[0] * shi->specr);
1428                                         shr->spec[1]+= t*(lacol[1] * shi->specg);
1429                                         shr->spec[2]+= t*(lacol[2] * shi->specb);
1430                                 }
1431                         }
1432                 }
1433         }
1434 }
1435
1436 static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
1437 {
1438         
1439         if(R.r.mode & R_SHADOW) {
1440                 ListBase *lights;
1441                 LampRen *lar;
1442                 GroupObject *go;
1443                 float inpr, lv[3];
1444                 float *view, shadfac[4];
1445                 float ir, accum, visifac, lampdist;
1446                 
1447
1448                 view= shi->view;
1449
1450                 accum= ir= 0.0f;
1451                 
1452                 lights= get_lights(shi);
1453                 for(go=lights->first; go; go= go->next) {
1454                         lar= go->lampren;
1455                         if(lar==NULL) continue;
1456                         
1457                         /* yafray: ignore shading by photonlights, not used in Blender */
1458                         if (lar->type==LA_YF_PHOTON) continue;
1459                         
1460                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1461                         if((lar->lay & shi->lay)==0) continue;
1462                         
1463                         if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1464                                 visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1465                                 if(visifac <= 0.0f) {
1466                                         ir+= 1.0f;
1467                                         accum+= 1.0f;
1468                                         continue;
1469                                 }
1470                                 inpr= INPR(shi->vn, lv);
1471                                 if(inpr <= 0.0f) {
1472                                         ir+= 1.0f;
1473                                         accum+= 1.0f;
1474                                         continue;
1475                                 }                               
1476                                 lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth);
1477
1478                                 ir+= 1.0f;
1479                                 accum+= (1.0f-visifac) + (visifac)*shadfac[3];
1480                         }
1481                 }
1482                 if(ir>0.0f) {
1483                         accum/= ir;
1484                         shr->alpha= (shi->mat->alpha)*(1.0f-accum);
1485                 }
1486                 else shr->alpha= shi->mat->alpha;
1487         }
1488         
1489         /* quite disputable this...  also note it doesn't mirror-raytrace */    
1490         if((R.wrld.mode & WO_AMB_OCC) && shi->amb!=0.0f) {
1491                 float f;
1492                 
1493                 f= 1.0f - shi->ao[0];
1494                 f= R.wrld.aoenergy*f*shi->amb;
1495                 
1496                 if(R.wrld.aomix==WO_AOADD) {
1497                         shr->alpha += f;
1498                         shr->alpha *= f;
1499                 }
1500                 else if(R.wrld.aomix==WO_AOSUB) {
1501                         shr->alpha += f;
1502                 }
1503                 else {
1504                         shr->alpha *= f;
1505                         shr->alpha += f;
1506                 }
1507         }
1508 }
1509
1510 /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
1511 static void wrld_exposure_correct(float *diff)
1512 {
1513         
1514         diff[0]= R.wrld.linfac*(1.0f-exp( diff[0]*R.wrld.logfac) );
1515         diff[1]= R.wrld.linfac*(1.0f-exp( diff[1]*R.wrld.logfac) );
1516         diff[2]= R.wrld.linfac*(1.0f-exp( diff[2]*R.wrld.logfac) );
1517 }
1518
1519 void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
1520 {
1521         Material *ma= shi->mat;
1522         int passflag= shi->passflag;
1523         
1524         memset(shr, 0, sizeof(ShadeResult));
1525         
1526         /* separate loop */
1527         if(ma->mode & MA_ONLYSHADOW) {
1528                 shade_lamp_loop_only_shadow(shi, shr);
1529                 return;
1530         }
1531         
1532         /* envmap hack, always reset */
1533         shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
1534         
1535         /* material color itself */
1536         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA)) {
1537                 if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
1538                         shi->r= shi->vcol[0];
1539                         shi->g= shi->vcol[1];
1540                         shi->b= shi->vcol[2];
1541                         if(ma->mode & (MA_FACETEXTURE_ALPHA))
1542                                 shi->alpha= shi->vcol[3];
1543                 }
1544                 if(ma->texco)
1545                         do_material_tex(shi);
1546                 
1547                 shr->col[0]= shi->r*shi->alpha;
1548                 shr->col[1]= shi->g*shi->alpha;
1549                 shr->col[2]= shi->b*shi->alpha;
1550                 shr->col[3]= shi->alpha;
1551
1552                 if((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
1553                         if(ma->sss_texfac == 0.0f) {
1554                                 shi->r= shi->g= shi->b= shi->alpha= 1.0f;
1555                                 shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
1556                         }
1557                         else {
1558                                 shi->r= pow(shi->r, ma->sss_texfac);
1559                                 shi->g= pow(shi->g, ma->sss_texfac);
1560                                 shi->b= pow(shi->b, ma->sss_texfac);
1561                                 shi->alpha= pow(shi->alpha, ma->sss_texfac);
1562                                 
1563                                 shr->col[0]= pow(shr->col[0], ma->sss_texfac);
1564                                 shr->col[1]= pow(shr->col[1], ma->sss_texfac);
1565                                 shr->col[2]= pow(shr->col[2], ma->sss_texfac);
1566                                 shr->col[3]= pow(shr->col[3], ma->sss_texfac);
1567                         }
1568                 }
1569         }
1570         
1571         if(ma->mode & MA_SHLESS) {
1572                 shr->combined[0]= shi->r;
1573                 shr->combined[1]= shi->g;
1574                 shr->combined[2]= shi->b;
1575                 shr->alpha= shi->alpha;
1576                 return;
1577         }
1578
1579         if( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) {        // vertexcolor light
1580                 shr->diff[0]= shi->r*(shi->emit+shi->vcol[0]);
1581                 shr->diff[1]= shi->g*(shi->emit+shi->vcol[1]);
1582                 shr->diff[2]= shi->b*(shi->emit+shi->vcol[2]);
1583         }
1584         else {
1585                 shr->diff[0]= shi->r*shi->emit;
1586                 shr->diff[1]= shi->g*shi->emit;
1587                 shr->diff[2]= shi->b*shi->emit;
1588         }
1589         VECCOPY(shr->shad, shr->diff);
1590         
1591         /* AO pass */
1592         if(R.wrld.mode & WO_AMB_OCC) {
1593                 if(((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & SCE_PASS_AO))
1594                         || (passflag & SCE_PASS_AO)) {
1595                         /* AO was calculated for scanline already */
1596                         if(shi->depth)
1597                                 ambient_occlusion(shi);
1598                         VECCOPY(shr->ao, shi->ao);
1599                 }
1600         }
1601         
1602         /* lighting pass */
1603         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) {
1604                 GroupObject *go;
1605                 ListBase *lights;
1606                 LampRen *lar;
1607                 
1608                 lights= get_lights(shi);
1609                 for(go=lights->first; go; go= go->next) {
1610                         lar= go->lampren;
1611                         if(lar==NULL) continue;
1612                         
1613                         /* yafray: ignore shading by photonlights, not used in Blender */
1614                         if (lar->type==LA_YF_PHOTON) continue;
1615                         
1616                         /* test for lamp layer */
1617                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1618                         if((lar->lay & shi->lay)==0) continue;
1619                         
1620                         /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */
1621                         shade_one_light(lar, shi, shr, passflag);
1622                 }
1623
1624                 /*this check is to prevent only shadow lamps from producing negative
1625                   colors.*/
1626                 if (shr->spec[0] < 0) shr->spec[0] = 0;
1627                 if (shr->spec[1] < 0) shr->spec[1] = 0;
1628                 if (shr->spec[2] < 0) shr->spec[2] = 0;
1629
1630                 if (shr->shad[0] < 0) shr->shad[0] = 0;
1631                 if (shr->shad[1] < 0) shr->shad[1] = 0;
1632                 if (shr->shad[2] < 0) shr->shad[2] = 0;
1633                                                 
1634                 if(ma->sss_flag & MA_DIFF_SSS) {
1635                         float sss[3], col[3], invalpha, texfac= ma->sss_texfac;
1636
1637                         /* this will return false in the preprocess stage */
1638                         if(sample_sss(&R, ma, shi->co, sss)) {
1639                                 invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
1640
1641                                 if(texfac==0.0f) {
1642                                         VECCOPY(col, shr->col);
1643                                         VecMulf(col, invalpha);
1644                                 }
1645                                 else if(texfac==1.0f) {
1646                                         col[0]= col[1]= col[2]= 1.0f;
1647                                         VecMulf(col, invalpha);
1648                                 }
1649                                 else {
1650                                         VECCOPY(col, shr->col);
1651                                         VecMulf(col, invalpha);
1652                                         col[0]= pow(col[0], 1.0f-texfac);
1653                                         col[1]= pow(col[1], 1.0f-texfac);
1654                                         col[2]= pow(col[2], 1.0f-texfac);
1655                                 }
1656
1657                                 shr->diff[0]= sss[0]*col[0];
1658                                 shr->diff[1]= sss[1]*col[1];
1659                                 shr->diff[2]= sss[2]*col[2];
1660
1661                                 if(shi->combinedflag & SCE_PASS_SHADOW) {
1662                                         shr->shad[0]= shr->diff[0];
1663                                         shr->shad[1]= shr->diff[1];
1664                                         shr->shad[2]= shr->diff[2];
1665                                 }
1666                         }
1667                 }
1668                 
1669                 if(shi->combinedflag & SCE_PASS_SHADOW) 
1670                         VECCOPY(shr->combined, shr->shad)       /* note, no ';' ! */
1671                 else
1672                         VECCOPY(shr->combined, shr->diff);
1673                         
1674                 /* calculate shadow pass, we use a multiplication mask */
1675                 if(passflag & SCE_PASS_SHADOW) {
1676                         if(shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0];
1677                         if(shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1];
1678                         if(shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2];
1679                 }
1680                 
1681                 /* exposure correction */
1682                 if((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) {
1683                         wrld_exposure_correct(shr->combined);   /* has no spec! */
1684                         wrld_exposure_correct(shr->spec);
1685                 }
1686         }
1687         
1688         /* alpha in end, spec can influence it */
1689         if(passflag & (SCE_PASS_COMBINED)) {
1690                 if(ma->fresnel_tra!=0.0f) 
1691                         shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
1692                         
1693                 /* note: shi->mode! */
1694                 if(shi->mode & (MA_ZTRA|MA_RAYTRANSP)) {
1695                         if(shi->spectra!=0.0f) {
1696                                 float t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
1697                                 t *= shi->spectra;
1698                                 if(t>1.0f) t= 1.0f;
1699                                 shi->alpha= (1.0f-t)*shi->alpha+t;
1700                         }
1701                 }
1702         }
1703         shr->alpha= shi->alpha;
1704         
1705         /* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
1706         if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1707                 shr->combined[0]+= shi->ambr;
1708                 shr->combined[1]+= shi->ambg;
1709                 shr->combined[2]+= shi->ambb;
1710
1711                 if(shi->combinedflag & SCE_PASS_RADIO) {
1712                         shr->combined[0]+= shi->r*shi->amb*shi->rad[0];
1713                         shr->combined[1]+= shi->g*shi->amb*shi->rad[1];
1714                         shr->combined[2]+= shi->b*shi->amb*shi->rad[2];
1715                 }
1716                 
1717                 /* add AO in combined? */
1718                 if(R.wrld.mode & WO_AMB_OCC) {
1719                         if(shi->combinedflag & SCE_PASS_AO) {
1720                                 float aodiff[3];
1721                                 ambient_occlusion_to_diffuse(shi, aodiff);
1722                                 
1723                                 shr->combined[0] += shi->r*aodiff[0];
1724                                 shr->combined[1] += shi->g*aodiff[1];
1725                                 shr->combined[2] += shi->b*aodiff[2];
1726                         }
1727                 }
1728                 
1729                 if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi);
1730         }
1731
1732         if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
1733         
1734         /* refcol is for envmap only */
1735         if(shi->refcol[0]!=0.0f) {
1736                 float result[3];
1737                 
1738                 result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0];
1739                 result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1];
1740                 result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
1741                 
1742                 if(passflag & SCE_PASS_REFLECT)
1743                         VECSUB(shr->refl, result, shr->combined);
1744                 
1745                 if(shi->combinedflag & SCE_PASS_REFLECT)
1746                         VECCOPY(shr->combined, result);
1747                         
1748         }
1749         
1750         /* and add spec */
1751         if(shi->combinedflag & SCE_PASS_SPEC)
1752                 VECADD(shr->combined, shr->combined, shr->spec);
1753
1754         /* modulate by the object color */
1755         if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
1756                 if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1757                         float obcol[4];
1758
1759                         QUATCOPY(obcol, shi->obr->ob->col);
1760                         CLAMP(obcol[3], 0.0f, 1.0f);
1761
1762                         shr->combined[0] *= obcol[0];
1763                         shr->combined[1] *= obcol[1];
1764                         shr->combined[2] *= obcol[2];
1765                         shr->alpha *= obcol[3];
1766                 }
1767         }
1768
1769         shr->combined[3]= shr->alpha;
1770 }
1771