merge with trunk/2.5 at r24378
[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
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 ListBase *get_lights(ShadeInput *shi)
62 {
63         
64         if(R.r.scemode & R_PREVIEWBUTS)
65                 return &R.lights;
66         if(shi->light_override)
67                 return &shi->light_override->gobject;
68         if(shi->mat && shi->mat->group)
69                 return &shi->mat->group->gobject;
70         
71         return &R.lights;
72 }
73
74 #if 0
75 static void fogcolor(float *colf, float *rco, float *view)
76 {
77         float alpha, stepsize, startdist, dist, hor[4], zen[3], vec[3], dview[3];
78         float div=0.0f, distfac;
79         
80         hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
81         zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
82         
83         VECCOPY(vec, rco);
84         
85         /* we loop from cur coord to mist start in steps */
86         stepsize= 1.0f;
87         
88         div= ABS(view[2]);
89         dview[0]= view[0]/(stepsize*div);
90         dview[1]= view[1]/(stepsize*div);
91         dview[2]= -stepsize;
92
93         startdist= -rco[2] + BLI_frand();
94         for(dist= startdist; dist>R.wrld.miststa; dist-= stepsize) {
95                 
96                 hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
97                 alpha= 1.0f;
98                 do_sky_tex(vec, vec, NULL, hor, zen, &alpha);
99                 
100                 distfac= (dist-R.wrld.miststa)/R.wrld.mistdist;
101                 
102                 hor[3]= hor[0]*distfac*distfac;
103                 
104                 /* premul! */
105                 alpha= hor[3];
106                 hor[0]= hor[0]*alpha;
107                 hor[1]= hor[1]*alpha;
108                 hor[2]= hor[2]*alpha;
109                 addAlphaOverFloat(colf, hor);
110                 
111                 VECSUB(vec, vec, dview);
112         }       
113 }
114 #endif
115
116 /* zcor is distance, co the 3d coordinate in eye space, return alpha */
117 float mistfactor(float zcor, float *co) 
118 {
119         float fac, hi;
120         
121         fac= zcor - R.wrld.miststa;     /* zcor is calculated per pixel */
122
123         /* fac= -co[2]-R.wrld.miststa; */
124
125         if(fac>0.0f) {
126                 if(fac< R.wrld.mistdist) {
127                         
128                         fac= (fac/(R.wrld.mistdist));
129                         
130                         if(R.wrld.mistype==0) fac*= fac;
131                         else if(R.wrld.mistype==1);
132                         else fac= sqrt(fac);
133                 }
134                 else fac= 1.0f;
135         }
136         else fac= 0.0f;
137         
138         /* height switched off mist */
139         if(R.wrld.misthi!=0.0f && fac!=0.0f) {
140                 /* at height misthi the mist is completely gone */
141
142                 hi= R.viewinv[0][2]*co[0]+R.viewinv[1][2]*co[1]+R.viewinv[2][2]*co[2]+R.viewinv[3][2];
143                 
144                 if(hi>R.wrld.misthi) fac= 0.0f;
145                 else if(hi>0.0f) {
146                         hi= (R.wrld.misthi-hi)/R.wrld.misthi;
147                         fac*= hi*hi;
148                 }
149         }
150
151         return (1.0f-fac)* (1.0f-R.wrld.misi);  
152 }
153
154 static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
155 {
156         double a, b, c, disc, nray[3], npos[3];
157         float t0, t1 = 0.0f, t2= 0.0f, t3, haint;
158         float p1[3], p2[3], ladist, maxz = 0.0f, maxy = 0.0f;
159         int snijp, doclip=1, use_yco=0;
160         int ok1=0, ok2=0;
161         
162         *intens= 0.0f;
163         haint= lar->haint;
164         
165         if(R.r.mode & R_ORTHO) {
166                 /* camera pos (view vector) cannot be used... */
167                 /* camera position (cox,coy,0) rotate around lamp */
168                 p1[0]= shi->co[0]-lar->co[0];
169                 p1[1]= shi->co[1]-lar->co[1];
170                 p1[2]= -lar->co[2];
171                 Mat3MulVecfl(lar->imat, p1);
172                 VECCOPY(npos, p1);      // npos is double!
173                 
174                 /* pre-scale */
175                 npos[2]*= lar->sh_zfac;
176         }
177         else {
178                 VECCOPY(npos, lar->sh_invcampos);       /* in initlamp calculated */
179         }
180         
181         /* rotate view */
182         VECCOPY(nray, shi->view);
183         Mat3MulVecd(lar->imat, nray);
184         
185         if(R.wrld.mode & WO_MIST) {
186                 /* patchy... */
187                 haint *= mistfactor(-lar->co[2], lar->co);
188                 if(haint==0.0f) {
189                         return;
190                 }
191         }
192
193
194         /* rotate maxz */
195         if(shi->co[2]==0.0f) doclip= 0; /* for when halo at sky */
196         else {
197                 p1[0]= shi->co[0]-lar->co[0];
198                 p1[1]= shi->co[1]-lar->co[1];
199                 p1[2]= shi->co[2]-lar->co[2];
200         
201                 maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
202                 maxz*= lar->sh_zfac;
203                 maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];
204
205                 if( fabs(nray[2]) < DBL_EPSILON ) use_yco= 1;
206         }
207         
208         /* scale z to make sure volume is normalized */ 
209         nray[2]*= lar->sh_zfac;
210         /* nray does not need normalization */
211         
212         ladist= lar->sh_zfac*lar->dist;
213         
214         /* solve */
215         a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
216         b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
217         c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];
218
219         snijp= 0;
220         if (fabs(a) < DBL_EPSILON) {
221                 /*
222                  * Only one intersection point...
223                  */
224                 return;
225         }
226         else {
227                 disc = b*b - a*c;
228                 
229                 if(disc==0.0) {
230                         t1=t2= (-b)/ a;
231                         snijp= 2;
232                 }
233                 else if (disc > 0.0) {
234                         disc = sqrt(disc);
235                         t1 = (-b + disc) / a;
236                         t2 = (-b - disc) / a;
237                         snijp= 2;
238                 }
239         }
240         if(snijp==2) {
241                 /* sort */
242                 if(t1>t2) {
243                         a= t1; t1= t2; t2= a;
244                 }
245
246                 /* z of intersection points with diabolo */
247                 p1[2]= npos[2] + t1*nray[2];
248                 p2[2]= npos[2] + t2*nray[2];
249
250                 /* evaluate both points */
251                 if(p1[2]<=0.0f) ok1= 1;
252                 if(p2[2]<=0.0f && t1!=t2) ok2= 1;
253                 
254                 /* at least 1 point with negative z */
255                 if(ok1==0 && ok2==0) return;
256                 
257                 /* intersction point with -ladist, the bottom of the cone */
258                 if(use_yco==0) {
259                         t3= (-ladist-npos[2])/nray[2];
260                                 
261                         /* de we have to replace one of the intersection points? */
262                         if(ok1) {
263                                 if(p1[2]<-ladist) t1= t3;
264                         }
265                         else {
266                                 ok1= 1;
267                                 t1= t3;
268                         }
269                         if(ok2) {
270                                 if(p2[2]<-ladist) t2= t3;
271                         }
272                         else {
273                                 ok2= 1;
274                                 t2= t3;
275                         }
276                 }
277                 else if(ok1==0 || ok2==0) return;
278                 
279                 /* at least 1 visible interesction point */
280                 if(t1<0.0f && t2<0.0f) return;
281                 
282                 if(t1<0.0f) t1= 0.0f;
283                 if(t2<0.0f) t2= 0.0f;
284                 
285                 if(t1==t2) return;
286                 
287                 /* sort again to be sure */
288                 if(t1>t2) {
289                         a= t1; t1= t2; t2= a;
290                 }
291                 
292                 /* calculate t0: is the maximum visible z (when halo is intersected by face) */ 
293                 if(doclip) {
294                         if(use_yco==0) t0= (maxz-npos[2])/nray[2];
295                         else t0= (maxy-npos[1])/nray[1];
296
297                         if(t0<t1) return;
298                         if(t0<t2) t2= t0;
299                 }
300
301                 /* calc points */
302                 p1[0]= npos[0] + t1*nray[0];
303                 p1[1]= npos[1] + t1*nray[1];
304                 p1[2]= npos[2] + t1*nray[2];
305                 p2[0]= npos[0] + t2*nray[0];
306                 p2[1]= npos[1] + t2*nray[1];
307                 p2[2]= npos[2] + t2*nray[2];
308                 
309                         
310                 /* now we have 2 points, make three lengths with it */
311                 
312                 a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
313                 b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
314                 c= VecLenf(p1, p2);
315                 
316                 a/= ladist;
317                 a= sqrt(a);
318                 b/= ladist; 
319                 b= sqrt(b);
320                 c/= ladist;
321                 
322                 *intens= c*( (1.0-a)+(1.0-b) );
323
324                 /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
325                         at the edges (especially with narrow halos) */
326                 if(*intens<=0.0f) return;
327
328                 /* soft area */
329                 /* not needed because t0 has been used for p1/p2 as well */
330                 /* if(doclip && t0<t2) { */
331                 /*      *intens *= (t0-t1)/(t2-t1); */
332                 /* } */
333                 
334                 *intens *= haint;
335                 
336                 if(lar->shb && lar->shb->shadhalostep) {
337                         *intens *= shadow_halo(lar, p1, p2);
338                 }
339                 
340         }
341 }
342
343 void renderspothalo(ShadeInput *shi, float *col, float alpha)
344 {
345         ListBase *lights;
346         GroupObject *go;
347         LampRen *lar;
348         float i;
349         
350         if(alpha==0.0f) return;
351         
352         lights= get_lights(shi);
353         for(go=lights->first; go; go= go->next) {
354                 lar= go->lampren;
355                 if(lar==NULL) continue;
356                 
357                 if(lar->type==LA_SPOT && (lar->mode & LA_HALO) && lar->haint>0) {
358                         
359                         if(lar->mode & LA_LAYER) 
360                                 if(shi->vlr && (lar->lay & shi->obi->lay)==0) 
361                                         continue;
362                         if((lar->lay & shi->lay)==0) 
363                                 continue;
364                         
365                         spothalo(lar, shi, &i);
366                         if(i>0.0f) {
367                                 col[3]+= i*alpha;                       // all premul
368                                 col[0]+= i*lar->r*alpha;
369                                 col[1]+= i*lar->g*alpha;
370                                 col[2]+= i*lar->b*alpha;        
371                         }
372                 }
373         }
374         /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */
375         if(col[3]>1.0f) col[3]= 1.0f;
376 }
377
378
379
380 /* ---------------- shaders ----------------------- */
381
382 /* mix of 'real' fresnel and allowing control. grad defines blending gradient */
383 float fresnel_fac(float *view, float *vn, float grad, float fac)
384 {
385         float t1, t2;
386         
387         if(fac==0.0f) return 1.0f;
388         
389         t1= (view[0]*vn[0] + view[1]*vn[1] + view[2]*vn[2]);
390         if(t1>0.0f)  t2= 1.0f+t1;
391         else t2= 1.0f-t1;
392         
393         t2= grad + (1.0f-grad)*pow(t2, fac);
394         
395         if(t2<0.0f) return 0.0f;
396         else if(t2>1.0f) return 1.0f;
397         return t2;
398 }
399
400 static double saacos_d(double fac)
401 {
402         if(fac<= -1.0f) return M_PI;
403         else if(fac>=1.0f) return 0.0;
404         else return acos(fac);
405 }
406
407 /* Stoke's form factor. Need doubles here for extreme small area sizes */
408 static float area_lamp_energy(float (*area)[3], float *co, float *vn)
409 {
410         double fac;
411         double vec[4][3];       /* vectors of rendered co to vertices lamp */
412         double cross[4][3];     /* cross products of this */
413         double rad[4];          /* angles between vecs */
414
415         VECSUB(vec[0], co, area[0]);
416         VECSUB(vec[1], co, area[1]);
417         VECSUB(vec[2], co, area[2]);
418         VECSUB(vec[3], co, area[3]);
419         
420         Normalize_d(vec[0]);
421         Normalize_d(vec[1]);
422         Normalize_d(vec[2]);
423         Normalize_d(vec[3]);
424
425         /* cross product */
426         CROSS(cross[0], vec[0], vec[1]);
427         CROSS(cross[1], vec[1], vec[2]);
428         CROSS(cross[2], vec[2], vec[3]);
429         CROSS(cross[3], vec[3], vec[0]);
430
431         Normalize_d(cross[0]);
432         Normalize_d(cross[1]);
433         Normalize_d(cross[2]);
434         Normalize_d(cross[3]);
435
436         /* angles */
437         rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
438         rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
439         rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
440         rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];
441
442         rad[0]= saacos_d(rad[0]);
443         rad[1]= saacos_d(rad[1]);
444         rad[2]= saacos_d(rad[2]);
445         rad[3]= saacos_d(rad[3]);
446
447         /* Stoke formula */
448         fac=  rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]);
449         fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]);
450         fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]);
451         fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
452
453         if(fac<=0.0) return 0.0;
454         return fac;
455 }
456
457 static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
458 {
459         /* corner vectors are moved around according lamp jitter */
460         float *jitlamp= lar->jitter, vec[3];
461         float area[4][3], intens= 0.0f;
462         int a= lar->ray_totsamp;
463
464         /* test if co is behind lamp */
465         VECSUB(vec, co, lar->co);
466         if(INPR(vec, lar->vec) < 0.0f)
467                 return 0.0f;
468
469         while(a--) {
470                 vec[0]= jitlamp[0];
471                 vec[1]= jitlamp[1];
472                 vec[2]= 0.0f;
473                 Mat3MulVecfl(lar->mat, vec);
474                 
475                 VECADD(area[0], lar->area[0], vec);
476                 VECADD(area[1], lar->area[1], vec);
477                 VECADD(area[2], lar->area[2], vec);
478                 VECADD(area[3], lar->area[3], vec);
479                 
480                 intens+= area_lamp_energy(area, co, vn);
481                 
482                 jitlamp+= 2;
483         }
484         intens /= (float)lar->ray_totsamp;
485         
486         return pow(intens*lar->areasize, lar->k);       // corrected for buttons size and lar->dist^2
487 }
488
489 static float spec(float inp, int hard)  
490 {
491         float b1;
492         
493         if(inp>=1.0f) return 1.0f;
494         else if (inp<=0.0f) return 0.0f;
495         
496         b1= inp*inp;
497         /* avoid FPE */
498         if(b1<0.01f) b1= 0.01f; 
499         
500         if((hard & 1)==0)  inp= 1.0f;
501         if(hard & 2)  inp*= b1;
502         b1*= b1;
503         if(hard & 4)  inp*= b1;
504         b1*= b1;
505         if(hard & 8)  inp*= b1;
506         b1*= b1;
507         if(hard & 16) inp*= b1;
508         b1*= b1;
509
510         /* avoid FPE */
511         if(b1<0.001f) b1= 0.0f; 
512
513         if(hard & 32) inp*= b1;
514         b1*= b1;
515         if(hard & 64) inp*=b1;
516         b1*= b1;
517         if(hard & 128) inp*=b1;
518
519         if(b1<0.001f) b1= 0.0f; 
520
521         if(hard & 256) {
522                 b1*= b1;
523                 inp*=b1;
524         }
525
526         return inp;
527 }
528
529 static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent )
530 {
531         float h[3];
532         float rslt;
533         
534         h[0] = l[0] + v[0];
535         h[1] = l[1] + v[1];
536         h[2] = l[2] + v[2];
537         Normalize(h);
538         
539         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
540         if(tangent) rslt= sasqrt(1.0f - rslt*rslt);
541                 
542         if( rslt > 0.0f ) rslt= spec(rslt, hard);
543         else rslt = 0.0f;
544         
545         return rslt;
546 }
547
548
549 /* reduced cook torrance spec (for off-specular peak) */
550 static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent)
551 {
552         float i, nh, nv, h[3];
553
554         h[0]= v[0]+l[0];
555         h[1]= v[1]+l[1];
556         h[2]= v[2]+l[2];
557         Normalize(h);
558
559         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
560         if(tangent) nh= sasqrt(1.0f - nh*nh);
561         else if(nh<0.0f) return 0.0f;
562         
563         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
564         if(tangent) nv= sasqrt(1.0f - nv*nv);
565         else if(nv<0.0f) nv= 0.0f;
566
567         i= spec(nh, hard);
568
569         i= i/(0.1+nv);
570         return i;
571 }
572
573 /* Blinn spec */
574 static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power, int tangent)
575 {
576         float i, nh, nv, nl, vh, h[3];
577         float a, b, c, g=0.0f, p, f, ang;
578
579         if(refrac < 1.0f) return 0.0f;
580         if(spec_power == 0.0f) return 0.0f;
581         
582         /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
583         if(spec_power<100.0f)
584                 spec_power= sqrt(1.0f/spec_power);
585         else spec_power= 10.0f/spec_power;
586         
587         h[0]= v[0]+l[0];
588         h[1]= v[1]+l[1];
589         h[2]= v[2]+l[2];
590         Normalize(h);
591
592         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
593         if(tangent) nh= sasqrt(1.0f - nh*nh);
594         else if(nh<0.0f) return 0.0f;
595
596         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
597         if(tangent) nv= sasqrt(1.0f - nv*nv);
598         if(nv<=0.01f) nv= 0.01f;                                /* hrms... */
599
600         nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
601         if(tangent) nl= sasqrt(1.0f - nl*nl);
602         if(nl<=0.01f) {
603                 return 0.0f;
604         }
605
606         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
607         if(vh<=0.0f) vh= 0.01f;
608
609         a = 1.0f;
610         b = (2.0f*nh*nv)/vh;
611         c = (2.0f*nh*nl)/vh;
612
613         if( a < b && a < c ) g = a;
614         else if( b < a && b < c ) g = b;
615         else if( c < a && c < b ) g = c;
616
617         p = sqrt( (double)((refrac * refrac)+(vh*vh)-1.0f) );
618         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))));
619         ang = saacos(nh);
620
621         i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power)));
622         if(i<0.0f) i= 0.0f;
623         
624         return i;
625 }
626
627 /* cartoon render spec */
628 static float Toon_Spec( float *n, float *l, float *v, float size, float smooth, int tangent)
629 {
630         float h[3];
631         float ang;
632         float rslt;
633         
634         h[0] = l[0] + v[0];
635         h[1] = l[1] + v[1];
636         h[2] = l[2] + v[2];
637         Normalize(h);
638         
639         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
640         if(tangent) rslt = sasqrt(1.0f - rslt*rslt);
641         
642         ang = saacos( rslt ); 
643         
644         if( ang < size ) rslt = 1.0f;
645         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
646         else rslt = 1.0f - ((ang - size) / smooth);
647         
648         return rslt;
649 }
650
651 /* Ward isotropic gaussian spec */
652 static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent)
653 {
654         float i, nh, nv, nl, h[3], angle, alpha;
655
656
657         /* half-way vector */
658         h[0] = l[0] + v[0];
659         h[1] = l[1] + v[1];
660         h[2] = l[2] + v[2];
661         Normalize(h);
662
663         nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
664         if(tangent) nh = sasqrt(1.0f - nh*nh);
665         if(nh<=0.0f) nh = 0.001f;
666         
667         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
668         if(tangent) nv = sasqrt(1.0f - nv*nv);
669         if(nv<=0.0f) nv = 0.001f;
670
671         nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
672         if(tangent) nl = sasqrt(1.0f - nl*nl);
673         if(nl<=0.0f) nl = 0.001f;
674
675         angle = tan(saacos(nh));
676         alpha = MAX2(rms, 0.001f);
677
678         i= nl * (1.0f/(4.0f*M_PI*alpha*alpha)) * (exp( -(angle*angle)/(alpha*alpha))/(sqrt(nv*nl)));
679
680         return i;
681 }
682
683 /* cartoon render diffuse */
684 static float Toon_Diff( float *n, float *l, float *v, float size, float smooth )
685 {
686         float rslt, ang;
687
688         rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
689
690         ang = saacos( (double)(rslt) );
691
692         if( ang < size ) rslt = 1.0f;
693         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
694         else rslt = 1.0f - ((ang - size) / smooth);
695
696         return rslt;
697 }
698
699 /* Oren Nayar diffuse */
700
701 /* 'nl' is either dot product, or return value of area light */
702 /* in latter case, only last multiplication uses 'nl' */
703 static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough )
704 {
705         float i, nh, nv, vh, realnl, h[3];
706         float a, b, t, A, B;
707         float Lit_A, View_A, Lit_B[3], View_B[3];
708         
709         h[0]= v[0]+l[0];
710         h[1]= v[1]+l[1];
711         h[2]= v[2]+l[2];
712         Normalize(h);
713         
714         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
715         if(nh<0.0f) nh = 0.0f;
716         
717         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
718         if(nv<=0.0f) nv= 0.0f;
719         
720         realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
721         if(realnl<=0.0f) return 0.0f;
722         if(nl<0.0f) return 0.0f;                /* value from area light */
723         
724         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and halfway vector */
725         if(vh<=0.0f) vh= 0.0f;
726         
727         Lit_A = saacos(realnl);
728         View_A = saacos( nv );
729         
730         Lit_B[0] = l[0] - (realnl * n[0]);
731         Lit_B[1] = l[1] - (realnl * n[1]);
732         Lit_B[2] = l[2] - (realnl * n[2]);
733         Normalize( Lit_B );
734         
735         View_B[0] = v[0] - (nv * n[0]);
736         View_B[1] = v[1] - (nv * n[1]);
737         View_B[2] = v[2] - (nv * n[2]);
738         Normalize( View_B );
739         
740         t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
741         if( t < 0 ) t = 0;
742         
743         if( Lit_A > View_A ) {
744                 a = Lit_A;
745                 b = View_A;
746         }
747         else {
748                 a = View_A;
749                 b = Lit_A;
750         }
751         
752         A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f)));
753         B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f));
754         
755         b*= 0.95f;      /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
756                                 /* overflow only happens with extreme size area light, and higher roughness */
757         i = nl * ( A + ( B * t * sin(a) * tan(b) ) );
758         
759         return i;
760 }
761
762 /* Minnaert diffuse */
763 static float Minnaert_Diff(float nl, float *n, float *v, float darkness)
764 {
765
766         float i, nv;
767
768         /* nl = dot product between surface normal and light vector */
769         if (nl <= 0.0f)
770                 return 0.0f;
771
772         /* nv = dot product between surface normal and view vector */
773         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
774         if (nv < 0.0f)
775                 nv = 0.0f;
776
777         if (darkness <= 1.0f)
778                 i = nl * pow(MAX2(nv*nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
779         else
780                 i = nl * pow( (1.001f - nv), (darkness  - 1.0f) ); /*Nvidia model*/
781
782         return i;
783 }
784
785 static float Fresnel_Diff(float *vn, float *lv, float *view, float fac_i, float fac)
786 {
787         return fresnel_fac(lv, vn, fac_i, fac);
788 }
789
790 /* --------------------------------------------- */
791 /* also called from texture.c */
792 void calc_R_ref(ShadeInput *shi)
793 {
794         float i;
795
796         /* shi->vn dot shi->view */
797         i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
798
799         shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
800         shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
801         shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
802         if(shi->osatex) {
803                 if(shi->vlr->flag & R_SMOOTH) {
804                         i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) +
805                                 (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] );
806
807                         shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0]));
808                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1]));
809                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2]));
810
811                         i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+
812                                 (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] );
813
814                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0]));
815                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1]));
816                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2]));
817
818                 }
819                 else {
820
821                         i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) +
822                                 shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );
823
824                         shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]);
825                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
826                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
827
828                         i= -2*( shi->vn[0]*shi->view[0]+
829                                 shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] );
830
831                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
832                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]);
833                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
834                 }
835         }
836
837 }
838
839 /* called from ray.c */
840 void shade_color(ShadeInput *shi, ShadeResult *shr)
841 {
842         Material *ma= shi->mat;
843
844         if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
845                 shi->r= shi->vcol[0];
846                 shi->g= shi->vcol[1];
847                 shi->b= shi->vcol[2];
848                 if(ma->mode & (MA_FACETEXTURE_ALPHA))
849                         shi->alpha= shi->vcol[3];
850         }
851         
852         if(ma->texco)
853                 do_material_tex(shi);
854
855         if(ma->fresnel_tra!=0.0f) 
856                 shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
857
858         shr->diff[0]= shi->r;
859         shr->diff[1]= shi->g;
860         shr->diff[2]= shi->b;
861         shr->alpha= shi->alpha;
862 }
863
864 /* ramp for at end of shade */
865 static void ramp_diffuse_result(float *diff, ShadeInput *shi)
866 {
867         Material *ma= shi->mat;
868         float col[4], fac=0;
869
870         if(ma->ramp_col) {
871                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
872                         
873                         fac= 0.3*diff[0] + 0.58*diff[1] + 0.12*diff[2];
874                         do_colorband(ma->ramp_col, fac, col);
875                         
876                         /* blending method */
877                         fac= col[3]*ma->rampfac_col;
878                         
879                         ramp_blend(ma->rampblend_col, diff, diff+1, diff+2, fac, col);
880                 }
881         }
882 }
883
884 /* r,g,b denote energy, ramp is used with different values to make new material color */
885 static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
886 {
887         Material *ma= shi->mat;
888         float col[4], colt[3], fac=0;
889         
890         if(ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
891                 
892                 /* MA_RAMP_IN_RESULT is exceptional */
893                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
894                         // normal add
895                         diff[0] += r * shi->r;
896                         diff[1] += g * shi->g;
897                         diff[2] += b * shi->b;
898                 }
899                 else {
900                         /* input */
901                         switch(ma->rampin_col) {
902                         case MA_RAMP_IN_ENERGY:
903                                 fac= 0.3*r + 0.58*g + 0.12*b;
904                                 break;
905                         case MA_RAMP_IN_SHADER:
906                                 fac= is;
907                                 break;
908                         case MA_RAMP_IN_NOR:
909                                 fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
910                                 break;
911                         }
912         
913                         do_colorband(ma->ramp_col, fac, col);
914                         
915                         /* blending method */
916                         fac= col[3]*ma->rampfac_col;
917                         colt[0]= shi->r;
918                         colt[1]= shi->g;
919                         colt[2]= shi->b;
920
921                         ramp_blend(ma->rampblend_col, colt, colt+1, colt+2, fac, col);
922
923                         /* output to */
924                         diff[0] += r * colt[0];
925                         diff[1] += g * colt[1];
926                         diff[2] += b * colt[2];
927                 }
928         }
929         else {
930                 diff[0] += r * shi->r;
931                 diff[1] += g * shi->g;
932                 diff[2] += b * shi->b;
933         }
934 }
935
936 static void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
937 {
938         Material *ma= shi->mat;
939         float col[4];
940         float fac;
941         
942         if(ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
943                 fac= 0.3*(*specr) + 0.58*(*specg) + 0.12*(*specb);
944                 do_colorband(ma->ramp_spec, fac, col);
945                 
946                 /* blending method */
947                 fac= col[3]*ma->rampfac_spec;
948                 
949                 ramp_blend(ma->rampblend_spec, specr, specg, specb, fac, col);
950                 
951         }
952 }
953
954 /* is = dot product shade, t = spec energy */
955 static void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
956 {
957         Material *ma= shi->mat;
958         float col[4];
959         float fac=0.0f;
960         
961         spec[0]= shi->specr;
962         spec[1]= shi->specg;
963         spec[2]= shi->specb;
964
965         /* MA_RAMP_IN_RESULT is exception */
966         if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
967                 
968                 /* input */
969                 switch(ma->rampin_spec) {
970                 case MA_RAMP_IN_ENERGY:
971                         fac= t;
972                         break;
973                 case MA_RAMP_IN_SHADER:
974                         fac= is;
975                         break;
976                 case MA_RAMP_IN_NOR:
977                         fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
978                         break;
979                 }
980                 
981                 do_colorband(ma->ramp_spec, fac, col);
982                 
983                 /* blending method */
984                 fac= col[3]*ma->rampfac_spec;
985                 
986                 ramp_blend(ma->rampblend_spec, spec, spec+1, spec+2, fac, col);
987         }
988 }
989
990 /* pure AO, check for raytrace and world should have been done */
991 /* preprocess, textures were not done, don't use shi->amb for that reason */
992 void ambient_occlusion(ShadeInput *shi)
993 {
994         if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
995                 sample_occ(&R, shi);
996         else if((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f)
997                 ray_ao(shi, shi->ao);
998         else
999                 shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
1000 }
1001
1002
1003 /* wrld mode was checked for */
1004 void ambient_occlusion_to_diffuse(ShadeInput *shi, float *diff)
1005 {
1006         if((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX) {
1007                 if(shi->amb!=0.0f) {
1008                         float f= R.wrld.aoenergy*shi->amb;
1009
1010                         if (R.wrld.aomix==WO_AOADDSUB) {
1011                                 diff[0] = 2.0f*shi->ao[0]-1.0f;
1012                                 diff[1] = 2.0f*shi->ao[1]-1.0f;
1013                                 diff[2] = 2.0f*shi->ao[2]-1.0f;
1014                         }
1015                         else if (R.wrld.aomix==WO_AOSUB) {
1016                                 diff[0] = shi->ao[0]-1.0f;
1017                                 diff[1] = shi->ao[1]-1.0f;
1018                                 diff[2] = shi->ao[2]-1.0f;
1019                         }
1020                         else {
1021                                 VECCOPY(diff, shi->ao);
1022                         }
1023                         
1024                         VECMUL(diff, f);
1025                 }
1026                 else
1027                         diff[0]= diff[1]= diff[2]= 0.0f;
1028         }
1029         else
1030                 diff[0]= diff[1]= diff[2]= 0.0f;
1031 }
1032
1033 /* result written in shadfac */
1034 void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real)
1035 {
1036         LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]);
1037         
1038         if(do_real || lss->samplenr!=shi->samplenr) {
1039                 
1040                 shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1041                 
1042                 if(lar->shb) {
1043                         if(lar->buftype==LA_SHADBUF_IRREGULAR)
1044                                 shadfac[3]= ISB_getshadow(shi, lar->shb);
1045                         else
1046                                 shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias);
1047                 }
1048                 else if(lar->mode & LA_SHAD_RAY) {
1049                         ray_shadow(shi, lar, shadfac);
1050                 }
1051                 
1052                 if(shi->depth==0) {
1053                         QUATCOPY(lss->shadfac, shadfac);
1054                         lss->samplenr= shi->samplenr;
1055                 }
1056         }
1057         else {
1058                 QUATCOPY(shadfac, lss->shadfac);
1059         }
1060 }
1061
1062 /* lampdistance and spot angle, writes in lv and dist */
1063 float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
1064 {
1065         if(lar->type==LA_SUN || lar->type==LA_HEMI) {
1066                 *dist= 1.0f;
1067                 VECCOPY(lv, lar->vec);
1068                 return 1.0f;
1069         }
1070         else {
1071                 float visifac= 1.0f, t;
1072                 
1073                 VECSUB(lv, co, lar->co);
1074                 *dist= sqrt( INPR(lv, lv));
1075                 t= 1.0f/dist[0];
1076                 VECMUL(lv, t);
1077                 
1078                 /* area type has no quad or sphere option */
1079                 if(lar->type==LA_AREA) {
1080                         /* area is single sided */
1081                         //if(INPR(lv, lar->vec) > 0.0f)
1082                         //      visifac= 1.0f;
1083                         //else
1084                         //      visifac= 0.0f;
1085                 }
1086                 else {
1087                         switch(lar->falloff_type)
1088                         {
1089                                 case LA_FALLOFF_CONSTANT:
1090                                         visifac = 1.0f;
1091                                         break;
1092                                 case LA_FALLOFF_INVLINEAR:
1093                                         visifac = lar->dist/(lar->dist + dist[0]);
1094                                         break;
1095                                 case LA_FALLOFF_INVSQUARE:
1096                                         visifac = lar->dist / (lar->dist + dist[0]*dist[0]);
1097                                         break;
1098                                 case LA_FALLOFF_SLIDERS:
1099                                         if(lar->ld1>0.0f)
1100                                                 visifac= lar->dist/(lar->dist+lar->ld1*dist[0]);
1101                                         if(lar->ld2>0.0f)
1102                                                 visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
1103                                         break;
1104                                 case LA_FALLOFF_CURVE:
1105                                         visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
1106                                         break;
1107                         }
1108                         
1109                         if(lar->mode & LA_SPHERE) {
1110                                 float t= lar->dist - dist[0];
1111                                 if(t<=0.0f) 
1112                                         visifac= 0.0f;
1113                                 else
1114                                         visifac*= t/lar->dist;
1115                         }
1116                         
1117                         if(visifac > 0.0f) {
1118                                 if(lar->type==LA_SPOT) {
1119                                         float inpr;
1120                                         
1121                                         if(lar->mode & LA_SQUARE) {
1122                                                 if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0f) {
1123                                                         float lvrot[3], x;
1124                                                         
1125                                                         /* rotate view to lampspace */
1126                                                         VECCOPY(lvrot, lv);
1127                                                         Mat3MulVecfl(lar->imat, lvrot);
1128                                                         
1129                                                         x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
1130                                                         /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
1131                                                         
1132                                                         inpr= 1.0f/(sqrt(1.0f+x*x));
1133                                                 }
1134                                                 else inpr= 0.0f;
1135                                         }
1136                                         else {
1137                                                 inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
1138                                         }
1139                                         
1140                                         t= lar->spotsi;
1141                                         if(inpr<=t) 
1142                                                 visifac= 0.0f;
1143                                         else {
1144                                                 t= inpr-t;
1145                                                 if(t<lar->spotbl && lar->spotbl!=0.0f) {
1146                                                         /* soft area */
1147                                                         float i= t/lar->spotbl;
1148                                                         t= i*i;
1149                                                         inpr*= (3.0f*t-2.0f*t*i);
1150                                                 }
1151                                                 visifac*= inpr;
1152                                         }
1153                                 }
1154                         }
1155                 }
1156                 if (visifac <= 0.001) visifac = 0.0f;
1157                 return visifac;
1158         }
1159 }
1160
1161 /* function returns raw diff, spec and full shadowed diff in the 'shad' pass */
1162 static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag)
1163 {
1164         Material *ma= shi->mat;
1165         VlakRen *vlr= shi->vlr;
1166         float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
1167         float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
1168         float visifac;
1169         
1170         vn= shi->vn;
1171         view= shi->view;
1172         
1173         
1174         if (lar->energy == 0.0) return;
1175         /* only shadow lamps shouldn't affect shadow-less materials at all */
1176         if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
1177                 return;
1178         /* optimisation, don't render fully black lamps */
1179         if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
1180                 return;
1181         
1182         /* lampdist, spot angle, area side, ... */
1183         visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1184         if(visifac==0.0f)
1185                 return;
1186         
1187         if(lar->type==LA_SPOT) {
1188                 if(lar->mode & LA_OSATEX) {
1189                         shi->osatex= 1; /* signal for multitex() */
1190                         
1191                         shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist;
1192                         shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist;
1193                         shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist;
1194                         
1195                         shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist;
1196                         shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist;
1197                         shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist;
1198                 }
1199         }
1200         
1201         /* lamp color texture */
1202         lacol[0]= lar->r;
1203         lacol[1]= lar->g;
1204         lacol[2]= lar->b;
1205         
1206         lashdw[0]= lar->shdwr;
1207         lashdw[1]= lar->shdwg;
1208         lashdw[2]= lar->shdwb;
1209         
1210         if(lar->mode & LA_TEXTURE)      do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
1211         if(lar->mode & LA_SHAD_TEX)     do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
1212
1213                 /* tangent case; calculate fake face normal, aligned with lampvector */ 
1214                 /* note, vnor==vn is used as tangent trigger for buffer shadow */
1215         if(vlr->flag & R_TANGENT) {
1216                 float cross[3], nstrand[3], blend;
1217
1218                 if(ma->mode & MA_STR_SURFDIFF) {
1219                         Crossf(cross, shi->surfnor, vn);
1220                         Crossf(nstrand, vn, cross);
1221
1222                         blend= INPR(nstrand, shi->surfnor);
1223                         blend= 1.0f - blend;
1224                         CLAMP(blend, 0.0f, 1.0f);
1225
1226                         VecLerpf(vnor, nstrand, shi->surfnor, blend);
1227                         Normalize(vnor);
1228                 }
1229                 else {
1230                         Crossf(cross, lv, vn);
1231                         Crossf(vnor, cross, vn);
1232                         Normalize(vnor);
1233                 }
1234
1235                 if(ma->strand_surfnor > 0.0f) {
1236                         if(ma->strand_surfnor > shi->surfdist) {
1237                                 blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor;
1238                                 VecLerpf(vnor, vnor, shi->surfnor, blend);
1239                                 Normalize(vnor);
1240                         }
1241                 }
1242
1243                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1244                 vn= vnor;
1245         }
1246         else if (ma->mode & MA_TANGENT_V) {
1247                 float cross[3];
1248                 Crossf(cross, lv, shi->tang);
1249                 Crossf(vnor, cross, shi->tang);
1250                 Normalize(vnor);
1251                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1252                 vn= vnor;
1253         }
1254         
1255         /* dot product and reflectivity */
1256         /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
1257         inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
1258         
1259         /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
1260         /* this complex construction screams for a nicer implementation! (ton) */
1261         if(R.r.mode & R_SHADOW) {
1262                 if(ma->mode & MA_SHADOW) {
1263                         if(lar->type==LA_HEMI || lar->type==LA_AREA);
1264                         else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
1265                                 float thresh= shi->obr->ob->smoothresh;
1266                                 if(inp>thresh)
1267                                         phongcorr= (inp-thresh)/(inp*(1.0f-thresh));
1268                                 else
1269                                         phongcorr= 0.0f;
1270                         }
1271                         else if(ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) {
1272                                 if(inp>ma->sbias)
1273                                         phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias));
1274                                 else
1275                                         phongcorr= 0.0f;
1276                         }
1277                 }
1278         }
1279         
1280         /* diffuse shaders */
1281         if(lar->mode & LA_NO_DIFF) {
1282                 is= 0.0f;       // skip shaders
1283         }
1284         else if(lar->type==LA_HEMI) {
1285                 is= 0.5f*inp + 0.5f;
1286         }
1287         else {
1288                 
1289                 if(lar->type==LA_AREA)
1290                         inp= area_lamp_energy_multisample(lar, shi->co, vn);
1291                 
1292                 /* diffuse shaders (oren nayer gets inp from area light) */
1293                 if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);
1294                 else if(ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1295                 else if(ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness);
1296                 else if(ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1297                 else is= inp;   // Lambert
1298         }
1299         
1300         /* 'is' is diffuse */
1301         if((ma->shade_flag & MA_CUBIC) && is>0.0f && is<1.0f)
1302                 is= 3.0*is*is - 2.0*is*is*is;   // nicer termination of shades
1303
1304         i= is*phongcorr;
1305         
1306         if(i>0.0f) {
1307                 i*= visifac*shi->refl;
1308         }
1309         i_noshad= i;
1310         
1311         vn= shi->vn;    // bring back original vector, we use special specular shaders for tangent
1312         if(ma->mode & MA_TANGENT_V)
1313                 vn= shi->tang;
1314         
1315         /* init transp shadow */
1316         shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1317         
1318         /* shadow and spec, (visifac==0 outside spot) */
1319         if(visifac> 0.0f) {
1320                 
1321                 if((R.r.mode & R_SHADOW)) {
1322                         if(ma->mode & MA_SHADOW) {
1323                                 if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1324                                         
1325                                         if(vn==vnor)    /* tangent trigger */
1326                                                 lamp_get_shadow(lar, shi, INPR(shi->vn, lv), shadfac, shi->depth);
1327                                         else
1328                                                 lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
1329                                                 
1330                                         /* warning, here it skips the loop */
1331                                         if((lar->mode & LA_ONLYSHADOW) && i>0.0) {
1332                                                 
1333                                                 shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
1334                                                 shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
1335                                                 shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
1336                                                 shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
1337                                                 
1338                                                 shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
1339                                                 shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
1340                                                 shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
1341                                                 
1342                                                 return;
1343                                         }
1344                                         
1345                                         i*= shadfac[3];
1346                                 }
1347                         }
1348                 }
1349                 
1350                 /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
1351                 if(!(lar->mode & LA_NO_DIFF)) {
1352                         if(i>0.0f) {
1353                                 if(ma->mode & MA_SHADOW_TRA)
1354                                         add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
1355                                 else
1356                                         add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
1357                         }
1358                         /* add light for colored shadow */
1359                         if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
1360                                 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]);
1361                         }
1362                         if(i_noshad>0.0f) {
1363                                 if(passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
1364                                         if(ma->mode & MA_SHADOW_TRA)
1365                                                 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]);
1366                                         else
1367                                                 add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
1368                                 }
1369                                 else
1370                                         VECCOPY(shr->diff, shr->shad);
1371                         }
1372                 }
1373                 
1374                 /* specularity */
1375                 shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
1376                 
1377                 if(shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
1378                         
1379                         if(!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
1380                         else if(lar->type==LA_HEMI) {
1381                                 float t;
1382                                 /* hemi uses no spec shaders (yet) */
1383                                 
1384                                 lv[0]+= view[0];
1385                                 lv[1]+= view[1];
1386                                 lv[2]+= view[2];
1387                                 
1388                                 Normalize(lv);
1389                                 
1390                                 t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
1391                                 
1392                                 if(lar->type==LA_HEMI) {
1393                                         t= 0.5*t+0.5;
1394                                 }
1395                                 
1396                                 t= shadfac[3]*shi->spec*spec(t, shi->har);
1397                                 
1398                                 shr->spec[0]+= t*(lacol[0] * shi->specr);
1399                                 shr->spec[1]+= t*(lacol[1] * shi->specg);
1400                                 shr->spec[2]+= t*(lacol[2] * shi->specb);
1401                         }
1402                         else {
1403                                 /* specular shaders */
1404                                 float specfac, t;
1405                                 
1406                                 if(ma->spec_shader==MA_SPEC_PHONG) 
1407                                         specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1408                                 else if(ma->spec_shader==MA_SPEC_COOKTORR) 
1409                                         specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1410                                 else if(ma->spec_shader==MA_SPEC_BLINN) 
1411                                         specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1412                                 else if(ma->spec_shader==MA_SPEC_WARDISO)
1413                                         specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1414                                 else 
1415                                         specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1416                                 
1417                                 /* area lamp correction */
1418                                 if(lar->type==LA_AREA) specfac*= inp;
1419                                 
1420                                 t= shadfac[3]*shi->spec*visifac*specfac;
1421                                 
1422                                 if(ma->mode & MA_RAMP_SPEC) {
1423                                         float spec[3];
1424                                         do_specular_ramp(shi, specfac, t, spec);
1425                                         shr->spec[0]+= t*(lacol[0] * spec[0]);
1426                                         shr->spec[1]+= t*(lacol[1] * spec[1]);
1427                                         shr->spec[2]+= t*(lacol[2] * spec[2]);
1428                                 }
1429                                 else {
1430                                         shr->spec[0]+= t*(lacol[0] * shi->specr);
1431                                         shr->spec[1]+= t*(lacol[1] * shi->specg);
1432                                         shr->spec[2]+= t*(lacol[2] * shi->specb);
1433                                 }
1434                         }
1435                 }
1436         }
1437 }
1438
1439 static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
1440 {
1441         
1442         if(R.r.mode & R_SHADOW) {
1443                 ListBase *lights;
1444                 LampRen *lar;
1445                 GroupObject *go;
1446                 float inpr, lv[3];
1447                 float *view, shadfac[4];
1448                 float ir, accum, visifac, lampdist;
1449                 
1450
1451                 view= shi->view;
1452
1453                 accum= ir= 0.0f;
1454                 
1455                 lights= get_lights(shi);
1456                 for(go=lights->first; go; go= go->next) {
1457                         lar= go->lampren;
1458                         if(lar==NULL) continue;
1459                         
1460                         /* yafray: ignore shading by photonlights, not used in Blender */
1461                         if (lar->type==LA_YF_PHOTON) continue;
1462                         
1463                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1464                         if((lar->lay & shi->lay)==0) continue;
1465                         
1466                         if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1467                                 visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1468                                 if(visifac <= 0.0f) {
1469                                         ir+= 1.0f;
1470                                         accum+= 1.0f;
1471                                         continue;
1472                                 }
1473                                 inpr= INPR(shi->vn, lv);
1474                                 if(inpr <= 0.0f) {
1475                                         ir+= 1.0f;
1476                                         accum+= 1.0f;
1477                                         continue;
1478                                 }                               
1479                                 lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth);
1480
1481                                 ir+= 1.0f;
1482                                 accum+= (1.0f-visifac) + (visifac)*shadfac[3];
1483                         }
1484                 }
1485                 if(ir>0.0f) {
1486                         accum/= ir;
1487                         shr->alpha= (shi->mat->alpha)*(1.0f-accum);
1488                 }
1489                 else shr->alpha= shi->mat->alpha;
1490         }
1491         
1492         /* quite disputable this...  also note it doesn't mirror-raytrace */    
1493         if((R.wrld.mode & WO_AMB_OCC) && shi->amb!=0.0f) {
1494                 float f;
1495                 
1496                 f= 1.0f - shi->ao[0];
1497                 f= R.wrld.aoenergy*f*shi->amb;
1498                 
1499                 if(R.wrld.aomix==WO_AOADD) {
1500                         shr->alpha += f;
1501                         shr->alpha *= f;
1502                 }
1503                 else if(R.wrld.aomix==WO_AOSUB) {
1504                         shr->alpha += f;
1505                 }
1506                 else {
1507                         shr->alpha *= f;
1508                         shr->alpha += f;
1509                 }
1510         }
1511 }
1512
1513 /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
1514 static void wrld_exposure_correct(float *diff)
1515 {
1516         
1517         diff[0]= R.wrld.linfac*(1.0f-exp( diff[0]*R.wrld.logfac) );
1518         diff[1]= R.wrld.linfac*(1.0f-exp( diff[1]*R.wrld.logfac) );
1519         diff[2]= R.wrld.linfac*(1.0f-exp( diff[2]*R.wrld.logfac) );
1520 }
1521
1522 void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
1523 {
1524         Material *ma= shi->mat;
1525         int passflag= shi->passflag;
1526         
1527         memset(shr, 0, sizeof(ShadeResult));
1528         
1529         /* separate loop */
1530         if(ma->mode & MA_ONLYSHADOW) {
1531                 shade_lamp_loop_only_shadow(shi, shr);
1532                 return;
1533         }
1534         
1535         /* envmap hack, always reset */
1536         shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
1537         
1538         /* material color itself */
1539         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA)) {
1540                 if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
1541                         shi->r= shi->vcol[0];
1542                         shi->g= shi->vcol[1];
1543                         shi->b= shi->vcol[2];
1544                         if(ma->mode & (MA_FACETEXTURE_ALPHA))
1545                                 shi->alpha= shi->vcol[3];
1546                 }
1547                 if(ma->texco)
1548                         do_material_tex(shi);
1549                 
1550                 shr->col[0]= shi->r*shi->alpha;
1551                 shr->col[1]= shi->g*shi->alpha;
1552                 shr->col[2]= shi->b*shi->alpha;
1553                 shr->col[3]= shi->alpha;
1554
1555                 if((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
1556                         if(ma->sss_texfac == 0.0f) {
1557                                 shi->r= shi->g= shi->b= shi->alpha= 1.0f;
1558                                 shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
1559                         }
1560                         else {
1561                                 shi->r= pow(shi->r, ma->sss_texfac);
1562                                 shi->g= pow(shi->g, ma->sss_texfac);
1563                                 shi->b= pow(shi->b, ma->sss_texfac);
1564                                 shi->alpha= pow(shi->alpha, ma->sss_texfac);
1565                                 
1566                                 shr->col[0]= pow(shr->col[0], ma->sss_texfac);
1567                                 shr->col[1]= pow(shr->col[1], ma->sss_texfac);
1568                                 shr->col[2]= pow(shr->col[2], ma->sss_texfac);
1569                                 shr->col[3]= pow(shr->col[3], ma->sss_texfac);
1570                         }
1571                 }
1572         }
1573         
1574         if(ma->mode & MA_SHLESS) {
1575                 shr->combined[0]= shi->r;
1576                 shr->combined[1]= shi->g;
1577                 shr->combined[2]= shi->b;
1578                 shr->alpha= shi->alpha;
1579                 return;
1580         }
1581
1582         if( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) {        // vertexcolor light
1583                 shr->diff[0]= shi->r*(shi->emit+shi->vcol[0]);
1584                 shr->diff[1]= shi->g*(shi->emit+shi->vcol[1]);
1585                 shr->diff[2]= shi->b*(shi->emit+shi->vcol[2]);
1586         }
1587         else {
1588                 shr->diff[0]= shi->r*shi->emit;
1589                 shr->diff[1]= shi->g*shi->emit;
1590                 shr->diff[2]= shi->b*shi->emit;
1591         }
1592         VECCOPY(shr->shad, shr->diff);
1593         
1594         /* AO pass */
1595         if(R.wrld.mode & WO_AMB_OCC) {
1596                 if(((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & SCE_PASS_AO))
1597                         || (passflag & SCE_PASS_AO)) {
1598                         /* AO was calculated for scanline already */
1599                         if(shi->depth)
1600                                 ambient_occlusion(shi);
1601                         VECCOPY(shr->ao, shi->ao);
1602                 }
1603         }
1604         
1605         /* lighting pass */
1606         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) {
1607                 GroupObject *go;
1608                 ListBase *lights;
1609                 LampRen *lar;
1610                 
1611                 lights= get_lights(shi);
1612                 for(go=lights->first; go; go= go->next) {
1613                         lar= go->lampren;
1614                         if(lar==NULL) continue;
1615                         
1616                         /* yafray: ignore shading by photonlights, not used in Blender */
1617                         if (lar->type==LA_YF_PHOTON) continue;
1618                         
1619                         /* test for lamp layer */
1620                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1621                         if((lar->lay & shi->lay)==0) continue;
1622                         
1623                         /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */
1624                         shade_one_light(lar, shi, shr, passflag);
1625                 }
1626
1627                 /*this check is to prevent only shadow lamps from producing negative
1628                   colors.*/
1629                 if (shr->spec[0] < 0) shr->spec[0] = 0;
1630                 if (shr->spec[1] < 0) shr->spec[1] = 0;
1631                 if (shr->spec[2] < 0) shr->spec[2] = 0;
1632
1633                 if (shr->shad[0] < 0) shr->shad[0] = 0;
1634                 if (shr->shad[1] < 0) shr->shad[1] = 0;
1635                 if (shr->shad[2] < 0) shr->shad[2] = 0;
1636                                                 
1637                 if(ma->sss_flag & MA_DIFF_SSS) {
1638                         float sss[3], col[3], invalpha, texfac= ma->sss_texfac;
1639
1640                         /* this will return false in the preprocess stage */
1641                         if(sample_sss(&R, ma, shi->co, sss)) {
1642                                 invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
1643
1644                                 if(texfac==0.0f) {
1645                                         VECCOPY(col, shr->col);
1646                                         VecMulf(col, invalpha);
1647                                 }
1648                                 else if(texfac==1.0f) {
1649                                         col[0]= col[1]= col[2]= 1.0f;
1650                                         VecMulf(col, invalpha);
1651                                 }
1652                                 else {
1653                                         VECCOPY(col, shr->col);
1654                                         VecMulf(col, invalpha);
1655                                         col[0]= pow(col[0], 1.0f-texfac);
1656                                         col[1]= pow(col[1], 1.0f-texfac);
1657                                         col[2]= pow(col[2], 1.0f-texfac);
1658                                 }
1659
1660                                 shr->diff[0]= sss[0]*col[0];
1661                                 shr->diff[1]= sss[1]*col[1];
1662                                 shr->diff[2]= sss[2]*col[2];
1663
1664                                 if(shi->combinedflag & SCE_PASS_SHADOW) {
1665                                         shr->shad[0]= shr->diff[0];
1666                                         shr->shad[1]= shr->diff[1];
1667                                         shr->shad[2]= shr->diff[2];
1668                                 }
1669                         }
1670                 }
1671                 
1672                 if(shi->combinedflag & SCE_PASS_SHADOW) 
1673                         VECCOPY(shr->combined, shr->shad)       /* note, no ';' ! */
1674                 else
1675                         VECCOPY(shr->combined, shr->diff);
1676                         
1677                 /* calculate shadow pass, we use a multiplication mask */
1678                 if(passflag & SCE_PASS_SHADOW) {
1679                         if(shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0];
1680                         if(shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1];
1681                         if(shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2];
1682                 }
1683                 
1684                 /* exposure correction */
1685                 if((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) {
1686                         wrld_exposure_correct(shr->combined);   /* has no spec! */
1687                         wrld_exposure_correct(shr->spec);
1688                 }
1689         }
1690         
1691         /* alpha in end, spec can influence it */
1692         if(passflag & (SCE_PASS_COMBINED)) {
1693                 if(ma->fresnel_tra!=0.0f) 
1694                         shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
1695                         
1696                 /* note: shi->mode! */
1697                 if(shi->mode & MA_TRANSP) {
1698                         if(shi->spectra!=0.0f) {
1699                                 float t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
1700                                 t *= shi->spectra;
1701                                 if(t>1.0f) t= 1.0f;
1702                                 shi->alpha= (1.0f-t)*shi->alpha+t;
1703                         }
1704                 }
1705         }
1706         shr->alpha= shi->alpha;
1707         
1708         /* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
1709         if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1710                 shr->combined[0]+= shi->ambr;
1711                 shr->combined[1]+= shi->ambg;
1712                 shr->combined[2]+= shi->ambb;
1713
1714                 /* removed
1715                 if(shi->combinedflag & SCE_PASS_RADIO) {
1716                         shr->combined[0]+= shi->r*shi->amb*shi->rad[0];
1717                         shr->combined[1]+= shi->g*shi->amb*shi->rad[1];
1718                         shr->combined[2]+= shi->b*shi->amb*shi->rad[2];
1719                 }*/
1720                 
1721                 /* add AO in combined? */
1722                 if(R.wrld.mode & WO_AMB_OCC) {
1723                         if(shi->combinedflag & SCE_PASS_AO) {
1724                                 float aodiff[3];
1725                                 ambient_occlusion_to_diffuse(shi, aodiff);
1726                                 
1727                                 shr->combined[0] += shi->r*aodiff[0];
1728                                 shr->combined[1] += shi->g*aodiff[1];
1729                                 shr->combined[2] += shi->b*aodiff[2];
1730                                 
1731                                 if (shr->combined[0] < 0.f) shr->combined[0]= 0.f;
1732                                 if (shr->combined[1] < 0.f) shr->combined[1]= 0.f;
1733                                 if (shr->combined[2] < 0.f) shr->combined[2]= 0.f;
1734                         }
1735                 }
1736                 
1737                 if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi);
1738         }
1739
1740         if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
1741         
1742         /* refcol is for envmap only */
1743         if(shi->refcol[0]!=0.0f) {
1744                 float result[3];
1745                 
1746                 result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0];
1747                 result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1];
1748                 result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
1749                 
1750                 if(passflag & SCE_PASS_REFLECT)
1751                         VECSUB(shr->refl, result, shr->combined);
1752                 
1753                 if(shi->combinedflag & SCE_PASS_REFLECT)
1754                         VECCOPY(shr->combined, result);
1755                         
1756         }
1757         
1758         /* and add spec */
1759         if(shi->combinedflag & SCE_PASS_SPEC)
1760                 VECADD(shr->combined, shr->combined, shr->spec);
1761
1762         /* modulate by the object color */
1763         if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
1764                 if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1765                         float obcol[4];
1766
1767                         QUATCOPY(obcol, shi->obr->ob->col);
1768                         CLAMP(obcol[3], 0.0f, 1.0f);
1769
1770                         shr->combined[0] *= obcol[0];
1771                         shr->combined[1] *= obcol[1];
1772                         shr->combined[2] *= obcol[2];
1773                         shr->alpha *= obcol[3];
1774                 }
1775         }
1776
1777         shr->combined[3]= shr->alpha;
1778 }
1779