code cleanup: dont use function calls like dot_v3v3, pow and sqrt within macros which...
[blender.git] / source / blender / render / intern / source / shadeoutput.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2006 Blender Foundation
19  * All rights reserved.
20  *
21  * Contributors: Hos, Robert Wenzlaff.
22  *
23  * ***** END GPL LICENSE BLOCK *****
24  */
25
26 /** \file blender/render/intern/source/shadeoutput.c
27  *  \ingroup render
28  */
29
30
31 #include <stdio.h>
32 #include <float.h>
33 #include <math.h>
34 #include <string.h>
35
36 #include "BLI_math.h"
37 #include "BLI_utildefines.h"
38
39 #include "BKE_colortools.h"
40 #include "BKE_material.h"
41 #include "BKE_texture.h"
42
43
44 #include "DNA_group_types.h"
45 #include "DNA_lamp_types.h"
46 #include "DNA_material_types.h"
47
48 /* local include */
49 #include "occlusion.h"
50 #include "renderpipeline.h"
51 #include "render_types.h"
52 #include "pixelblending.h"
53 #include "rendercore.h"
54 #include "shadbuf.h"
55 #include "sss.h"
56 #include "texture.h"
57
58 #include "shading.h" /* own include */
59
60 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
61 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
62 /* only to be used here in this file, it's for speed */
63 extern struct Render R;
64 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
65
66 ListBase *get_lights(ShadeInput *shi)
67 {
68         
69         if (R.r.scemode & R_PREVIEWBUTS)
70                 return &R.lights;
71         if (shi->light_override)
72                 return &shi->light_override->gobject;
73         if (shi->mat && shi->mat->group)
74                 return &shi->mat->group->gobject;
75         
76         return &R.lights;
77 }
78
79 #if 0
80 static void fogcolor(const float colf[3], float *rco, float *view)
81 {
82         float alpha, stepsize, startdist, dist, hor[4], zen[3], vec[3], dview[3];
83         float div=0.0f, distfac;
84         
85         hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
86         zen[0]= R.wrld.zenr; zen[1]= R.wrld.zeng; zen[2]= R.wrld.zenb;
87         
88         copy_v3_v3(vec, rco);
89         
90         /* we loop from cur coord to mist start in steps */
91         stepsize= 1.0f;
92         
93         div= ABS(view[2]);
94         dview[0]= view[0]/(stepsize*div);
95         dview[1]= view[1]/(stepsize*div);
96         dview[2]= -stepsize;
97
98         startdist= -rco[2] + BLI_frand();
99         for (dist= startdist; dist>R.wrld.miststa; dist-= stepsize) {
100                 
101                 hor[0]= R.wrld.horr; hor[1]= R.wrld.horg; hor[2]= R.wrld.horb;
102                 alpha= 1.0f;
103                 do_sky_tex(vec, vec, NULL, hor, zen, &alpha);
104                 
105                 distfac= (dist-R.wrld.miststa)/R.wrld.mistdist;
106                 
107                 hor[3]= hor[0]*distfac*distfac;
108                 
109                 /* premul! */
110                 alpha= hor[3];
111                 hor[0]= hor[0]*alpha;
112                 hor[1]= hor[1]*alpha;
113                 hor[2]= hor[2]*alpha;
114                 addAlphaOverFloat(colf, hor);
115                 
116                 sub_v3_v3(vec, dview);
117         }       
118 }
119 #endif
120
121 /* zcor is distance, co the 3d coordinate in eye space, return alpha */
122 float mistfactor(float zcor, float const co[3])
123 {
124         float fac, hi;
125         
126         fac= zcor - R.wrld.miststa;     /* zcor is calculated per pixel */
127
128         /* fac= -co[2]-R.wrld.miststa; */
129
130         if (fac>0.0f) {
131                 if (fac< R.wrld.mistdist) {
132                         
133                         fac= (fac/(R.wrld.mistdist));
134                         
135                         if (R.wrld.mistype==0) fac*= fac;
136                         else if (R.wrld.mistype==1);
137                         else fac= sqrt(fac);
138                 }
139                 else fac= 1.0f;
140         }
141         else fac= 0.0f;
142         
143         /* height switched off mist */
144         if (R.wrld.misthi!=0.0f && fac!=0.0f) {
145                 /* at height misthi the mist is completely gone */
146
147                 hi= R.viewinv[0][2]*co[0]+R.viewinv[1][2]*co[1]+R.viewinv[2][2]*co[2]+R.viewinv[3][2];
148                 
149                 if (hi>R.wrld.misthi) fac= 0.0f;
150                 else if (hi>0.0f) {
151                         hi= (R.wrld.misthi-hi)/R.wrld.misthi;
152                         fac*= hi*hi;
153                 }
154         }
155
156         return (1.0f-fac)* (1.0f-R.wrld.misi);  
157 }
158
159 static void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
160 {
161         double a, b, c, disc, nray[3], npos[3];
162         double t0, t1 = 0.0f, t2= 0.0f, t3;
163         float p1[3], p2[3], ladist, maxz = 0.0f, maxy = 0.0f, haint;
164         int snijp, do_clip = TRUE, use_yco = FALSE;
165
166         *intens= 0.0f;
167         haint= lar->haint;
168         
169         if (R.r.mode & R_ORTHO) {
170                 /* camera pos (view vector) cannot be used... */
171                 /* camera position (cox,coy,0) rotate around lamp */
172                 p1[0]= shi->co[0]-lar->co[0];
173                 p1[1]= shi->co[1]-lar->co[1];
174                 p1[2]= -lar->co[2];
175                 mul_m3_v3(lar->imat, p1);
176                 copy_v3db_v3fl(npos, p1);       // npos is double!
177                 
178                 /* pre-scale */
179                 npos[2] *= (double)lar->sh_zfac;
180         }
181         else {
182                 copy_v3db_v3fl(npos, lar->sh_invcampos);        /* in initlamp calculated */
183         }
184         
185         /* rotate view */
186         copy_v3db_v3fl(nray, shi->view);
187         mul_m3_v3_double(lar->imat, nray);
188         
189         if (R.wrld.mode & WO_MIST) {
190                 /* patchy... */
191                 haint *= mistfactor(-lar->co[2], lar->co);
192                 if (haint==0.0f) {
193                         return;
194                 }
195         }
196
197
198         /* rotate maxz */
199         if (shi->co[2]==0.0f) {
200                 do_clip = FALSE;  /* for when halo at sky */
201         }
202         else {
203                 p1[0]= shi->co[0]-lar->co[0];
204                 p1[1]= shi->co[1]-lar->co[1];
205                 p1[2]= shi->co[2]-lar->co[2];
206         
207                 maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
208                 maxz*= lar->sh_zfac;
209                 maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];
210
211                 if (fabsf(nray[2]) < FLT_EPSILON) {
212                         use_yco = TRUE;
213                 }
214         }
215         
216         /* scale z to make sure volume is normalized */ 
217         nray[2] *= (double)lar->sh_zfac;
218         /* nray does not need normalization */
219         
220         ladist= lar->sh_zfac*lar->dist;
221         
222         /* solve */
223         a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
224         b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
225         c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];
226
227         snijp= 0;
228         if (fabs(a) < DBL_EPSILON) {
229                 /*
230                  * Only one intersection point...
231                  */
232                 return;
233         }
234         else {
235                 disc = b*b - a*c;
236                 
237                 if (disc==0.0) {
238                         t1=t2= (-b)/ a;
239                         snijp= 2;
240                 }
241                 else if (disc > 0.0) {
242                         disc = sqrt(disc);
243                         t1 = (-b + disc) / a;
244                         t2 = (-b - disc) / a;
245                         snijp= 2;
246                 }
247         }
248         if (snijp==2) {
249                 int ok1=0, ok2=0;
250
251                 /* sort */
252                 if (t1>t2) {
253                         a= t1; t1= t2; t2= a;
254                 }
255
256                 /* z of intersection points with diabolo */
257                 p1[2]= npos[2] + t1*nray[2];
258                 p2[2]= npos[2] + t2*nray[2];
259
260                 /* evaluate both points */
261                 if (p1[2]<=0.0f) ok1= 1;
262                 if (p2[2]<=0.0f && t1!=t2) ok2= 1;
263                 
264                 /* at least 1 point with negative z */
265                 if (ok1==0 && ok2==0) return;
266                 
267                 /* intersction point with -ladist, the bottom of the cone */
268                 if (use_yco == FALSE) {
269                         t3= ((double)(-ladist)-npos[2])/nray[2];
270                                 
271                         /* de we have to replace one of the intersection points? */
272                         if (ok1) {
273                                 if (p1[2]<-ladist) t1= t3;
274                         }
275                         else {
276                                 t1= t3;
277                         }
278                         if (ok2) {
279                                 if (p2[2]<-ladist) t2= t3;
280                         }
281                         else {
282                                 t2= t3;
283                         }
284                 }
285                 else if (ok1==0 || ok2==0) return;
286                 
287                 /* at least 1 visible interesction point */
288                 if (t1<0.0 && t2<0.0) return;
289                 
290                 if (t1<0.0) t1= 0.0;
291                 if (t2<0.0) t2= 0.0;
292                 
293                 if (t1==t2) return;
294                 
295                 /* sort again to be sure */
296                 if (t1>t2) {
297                         a= t1; t1= t2; t2= a;
298                 }
299                 
300                 /* calculate t0: is the maximum visible z (when halo is intersected by face) */ 
301                 if (do_clip) {
302                         if (use_yco == FALSE) t0 = (maxz - npos[2]) / nray[2];
303                         else t0 = (maxy - npos[1]) / nray[1];
304
305                         if (t0 < t1) return;
306                         if (t0 < t2) t2= t0;
307                 }
308
309                 /* calc points */
310                 p1[0]= npos[0] + t1*nray[0];
311                 p1[1]= npos[1] + t1*nray[1];
312                 p1[2]= npos[2] + t1*nray[2];
313                 p2[0]= npos[0] + t2*nray[0];
314                 p2[1]= npos[1] + t2*nray[1];
315                 p2[2]= npos[2] + t2*nray[2];
316                 
317                         
318                 /* now we have 2 points, make three lengths with it */
319                 
320                 a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
321                 b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
322                 c= len_v3v3(p1, p2);
323                 
324                 a/= ladist;
325                 a= sqrt(a);
326                 b/= ladist; 
327                 b= sqrt(b);
328                 c/= ladist;
329                 
330                 *intens= c*( (1.0-a)+(1.0-b) );
331
332                 /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
333                  * at the edges (especially with narrow halos) */
334                 if (*intens<=0.0f) return;
335
336                 /* soft area */
337                 /* not needed because t0 has been used for p1/p2 as well */
338                 /* if (doclip && t0<t2) { */
339                 /*      *intens *= (t0-t1)/(t2-t1); */
340                 /* } */
341                 
342                 *intens *= haint;
343                 
344                 if (lar->shb && lar->shb->shadhalostep) {
345                         *intens *= shadow_halo(lar, p1, p2);
346                 }
347                 
348         }
349 }
350
351 void renderspothalo(ShadeInput *shi, float col[4], float alpha)
352 {
353         ListBase *lights;
354         GroupObject *go;
355         LampRen *lar;
356         float i;
357         
358         if (alpha==0.0f) return;
359         
360         lights= get_lights(shi);
361         for (go=lights->first; go; go= go->next) {
362                 lar= go->lampren;
363                 if (lar==NULL) continue;
364                 
365                 if (lar->type==LA_SPOT && (lar->mode & LA_HALO) && (lar->buftype != LA_SHADBUF_DEEP) && lar->haint>0) {
366                         
367                         if (lar->mode & LA_LAYER) 
368                                 if (shi->vlr && (lar->lay & shi->obi->lay)==0) 
369                                         continue;
370                         if ((lar->lay & shi->lay)==0) 
371                                 continue;
372                         
373                         spothalo(lar, shi, &i);
374                         if (i>0.0f) {
375                                 col[3]+= i*alpha;                       // all premul
376                                 col[0]+= i*lar->r*alpha;
377                                 col[1]+= i*lar->g*alpha;
378                                 col[2]+= i*lar->b*alpha;        
379                         }
380                 }
381         }
382         /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */
383         if (col[3]>1.0f) col[3]= 1.0f;
384 }
385
386
387
388 /* ---------------- shaders ----------------------- */
389
390 static double Normalize_d(double *n)
391 {
392         double d;
393         
394         d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
395
396         if (d>0.00000000000000001) {
397                 d= sqrt(d);
398
399                 n[0]/=d; 
400                 n[1]/=d; 
401                 n[2]/=d;
402         }
403         else {
404                 n[0]=n[1]=n[2]= 0.0;
405                 d= 0.0;
406         }
407         return d;
408 }
409
410 /* mix of 'real' fresnel and allowing control. grad defines blending gradient */
411 float fresnel_fac(const float view[3], const float vn[3], float grad, float fac)
412 {
413         float t1, t2;
414         
415         if (fac==0.0f) return 1.0f;
416         
417         t1 = dot_v3v3(view, vn);
418         if (t1>0.0f)  t2= 1.0f+t1;
419         else t2= 1.0f-t1;
420         
421         t2= grad + (1.0f-grad)*powf(t2, fac);
422         
423         if (t2<0.0f) return 0.0f;
424         else if (t2>1.0f) return 1.0f;
425         return t2;
426 }
427
428 static double saacos_d(double fac)
429 {
430         if (fac<= -1.0) return M_PI;
431         else if (fac>=1.0) return 0.0;
432         else return acos(fac);
433 }
434
435 /* Stoke's form factor. Need doubles here for extreme small area sizes */
436 static float area_lamp_energy(float (*area)[3], const float co[3], const float vn[3])
437 {
438         double fac;
439         double vec[4][3];       /* vectors of rendered co to vertices lamp */
440         double cross[4][3];     /* cross products of this */
441         double rad[4];          /* angles between vecs */
442
443         VECSUB(vec[0], co, area[0]);
444         VECSUB(vec[1], co, area[1]);
445         VECSUB(vec[2], co, area[2]);
446         VECSUB(vec[3], co, area[3]);
447         
448         Normalize_d(vec[0]);
449         Normalize_d(vec[1]);
450         Normalize_d(vec[2]);
451         Normalize_d(vec[3]);
452
453         /* cross product */
454 #define CROSS(dest, a, b) \
455         { dest[0]= a[1] * b[2] - a[2] * b[1]; \
456           dest[1]= a[2] * b[0] - a[0] * b[2]; \
457           dest[2]= a[0] * b[1] - a[1] * b[0]; \
458         } (void)0
459
460         CROSS(cross[0], vec[0], vec[1]);
461         CROSS(cross[1], vec[1], vec[2]);
462         CROSS(cross[2], vec[2], vec[3]);
463         CROSS(cross[3], vec[3], vec[0]);
464
465 #undef CROSS
466
467         Normalize_d(cross[0]);
468         Normalize_d(cross[1]);
469         Normalize_d(cross[2]);
470         Normalize_d(cross[3]);
471
472         /* angles */
473         rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
474         rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
475         rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
476         rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];
477
478         rad[0]= saacos_d(rad[0]);
479         rad[1]= saacos_d(rad[1]);
480         rad[2]= saacos_d(rad[2]);
481         rad[3]= saacos_d(rad[3]);
482
483         /* Stoke formula */
484         fac=  rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]);
485         fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]);
486         fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]);
487         fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
488
489         if (fac<=0.0) return 0.0;
490         return fac;
491 }
492
493 static float area_lamp_energy_multisample(LampRen *lar, const float co[3], float *vn)
494 {
495         /* corner vectors are moved around according lamp jitter */
496         float *jitlamp= lar->jitter, vec[3];
497         float area[4][3], intens= 0.0f;
498         int a= lar->ray_totsamp;
499
500         /* test if co is behind lamp */
501         sub_v3_v3v3(vec, co, lar->co);
502         if (dot_v3v3(vec, lar->vec) < 0.0f)
503                 return 0.0f;
504
505         while (a--) {
506                 vec[0]= jitlamp[0];
507                 vec[1]= jitlamp[1];
508                 vec[2]= 0.0f;
509                 mul_m3_v3(lar->mat, vec);
510                 
511                 add_v3_v3v3(area[0], lar->area[0], vec);
512                 add_v3_v3v3(area[1], lar->area[1], vec);
513                 add_v3_v3v3(area[2], lar->area[2], vec);
514                 add_v3_v3v3(area[3], lar->area[3], vec);
515                 
516                 intens+= area_lamp_energy(area, co, vn);
517                 
518                 jitlamp+= 2;
519         }
520         intens /= (float)lar->ray_totsamp;
521         
522         return pow(intens*lar->areasize, lar->k);       // corrected for buttons size and lar->dist^2
523 }
524
525 static float spec(float inp, int hard)  
526 {
527         float b1;
528         
529         if (inp>=1.0f) return 1.0f;
530         else if (inp<=0.0f) return 0.0f;
531         
532         b1= inp*inp;
533         /* avoid FPE */
534         if (b1<0.01f) b1= 0.01f;        
535         
536         if ((hard & 1)==0)  inp= 1.0f;
537         if (hard & 2)  inp*= b1;
538         b1*= b1;
539         if (hard & 4)  inp*= b1;
540         b1*= b1;
541         if (hard & 8)  inp*= b1;
542         b1*= b1;
543         if (hard & 16) inp*= b1;
544         b1*= b1;
545
546         /* avoid FPE */
547         if (b1<0.001f) b1= 0.0f;        
548
549         if (hard & 32) inp*= b1;
550         b1*= b1;
551         if (hard & 64) inp*=b1;
552         b1*= b1;
553         if (hard & 128) inp*=b1;
554
555         if (b1<0.001f) b1= 0.0f;        
556
557         if (hard & 256) {
558                 b1*= b1;
559                 inp*=b1;
560         }
561
562         return inp;
563 }
564
565 static float Phong_Spec(const float n[3], const float l[3], const float v[3], int hard, int tangent )
566 {
567         float h[3];
568         float rslt;
569         
570         h[0] = l[0] + v[0];
571         h[1] = l[1] + v[1];
572         h[2] = l[2] + v[2];
573         normalize_v3(h);
574         
575         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
576         if (tangent) rslt= sasqrt(1.0f - rslt*rslt);
577                 
578         if ( rslt > 0.0f ) rslt= spec(rslt, hard);
579         else rslt = 0.0f;
580         
581         return rslt;
582 }
583
584
585 /* reduced cook torrance spec (for off-specular peak) */
586 static float CookTorr_Spec(const float n[3], const float l[3], const float v[3], int hard, int tangent)
587 {
588         float i, nh, nv, h[3];
589
590         h[0]= v[0]+l[0];
591         h[1]= v[1]+l[1];
592         h[2]= v[2]+l[2];
593         normalize_v3(h);
594
595         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
596         if (tangent) nh= sasqrt(1.0f - nh*nh);
597         else if (nh<0.0f) return 0.0f;
598         
599         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
600         if (tangent) nv= sasqrt(1.0f - nv*nv);
601         else if (nv<0.0f) nv= 0.0f;
602
603         i= spec(nh, hard);
604
605         i= i/(0.1f+nv);
606         return i;
607 }
608
609 /* Blinn spec */
610 static float Blinn_Spec(const float n[3], const float l[3], const float v[3], float refrac, float spec_power, int tangent)
611 {
612         float i, nh, nv, nl, vh, h[3];
613         float a, b, c, g=0.0f, p, f, ang;
614
615         if (refrac < 1.0f) return 0.0f;
616         if (spec_power == 0.0f) return 0.0f;
617         
618         /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
619         if (spec_power<100.0f)
620                 spec_power= sqrt(1.0f/spec_power);
621         else spec_power= 10.0f/spec_power;
622         
623         h[0]= v[0]+l[0];
624         h[1]= v[1]+l[1];
625         h[2]= v[2]+l[2];
626         normalize_v3(h);
627
628         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
629         if (tangent) nh= sasqrt(1.0f - nh*nh);
630         else if (nh<0.0f) return 0.0f;
631
632         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
633         if (tangent) nv= sasqrt(1.0f - nv*nv);
634         if (nv<=0.01f) nv= 0.01f;                               /* hrms... */
635
636         nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
637         if (tangent) nl= sasqrt(1.0f - nl*nl);
638         if (nl<=0.01f) {
639                 return 0.0f;
640         }
641
642         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
643         if (vh<=0.0f) vh= 0.01f;
644
645         a = 1.0f;
646         b = (2.0f*nh*nv)/vh;
647         c = (2.0f*nh*nl)/vh;
648
649         if ( a < b && a < c ) g = a;
650         else if ( b < a && b < c ) g = b;
651         else if ( c < a && c < b ) g = c;
652
653         p = sqrt((double)((refrac * refrac)+(vh * vh) - 1.0f));
654         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))));
655         ang = saacos(nh);
656
657         i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power)));
658         if (i<0.0f) i= 0.0f;
659         
660         return i;
661 }
662
663 /* cartoon render spec */
664 static float Toon_Spec(const float n[3], const float l[3], const float v[3], float size, float smooth, int tangent)
665 {
666         float h[3];
667         float ang;
668         float rslt;
669         
670         h[0] = l[0] + v[0];
671         h[1] = l[1] + v[1];
672         h[2] = l[2] + v[2];
673         normalize_v3(h);
674         
675         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
676         if (tangent) rslt = sasqrt(1.0f - rslt*rslt);
677         
678         ang = saacos( rslt ); 
679         
680         if ( ang < size ) rslt = 1.0f;
681         else if ( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
682         else rslt = 1.0f - ((ang - size) / smooth);
683         
684         return rslt;
685 }
686
687 /* Ward isotropic gaussian spec */
688 static float WardIso_Spec(const float n[3], const float l[3], const float v[3], float rms, int tangent)
689 {
690         float i, nh, nv, nl, h[3], angle, alpha;
691
692
693         /* half-way vector */
694         h[0] = l[0] + v[0];
695         h[1] = l[1] + v[1];
696         h[2] = l[2] + v[2];
697         normalize_v3(h);
698
699         nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
700         if (tangent) nh = sasqrt(1.0f - nh*nh);
701         if (nh<=0.0f) nh = 0.001f;
702         
703         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
704         if (tangent) nv = sasqrt(1.0f - nv*nv);
705         if (nv<=0.0f) nv = 0.001f;
706
707         nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
708         if (tangent) nl = sasqrt(1.0f - nl*nl);
709         if (nl<=0.0f) nl = 0.001f;
710
711         angle = tan(saacos(nh));
712         alpha = MAX2(rms, 0.001f);
713
714         i= nl * (1.0f/(4.0f*(float)M_PI*alpha*alpha)) * (expf( -(angle*angle)/(alpha*alpha))/(sqrtf(nv*nl)));
715
716         return i;
717 }
718
719 /* cartoon render diffuse */
720 static float Toon_Diff(const float n[3], const float l[3], const float UNUSED(v[3]), float size, float smooth)
721 {
722         float rslt, ang;
723
724         rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
725
726         ang = saacos( (double)(rslt) );
727
728         if ( ang < size ) rslt = 1.0f;
729         else if ( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
730         else rslt = 1.0f - ((ang - size) / smooth);
731
732         return rslt;
733 }
734
735 /* Oren Nayar diffuse */
736
737 /* 'nl' is either dot product, or return value of area light */
738 /* in latter case, only last multiplication uses 'nl' */
739 static float OrenNayar_Diff(float nl, const float n[3], const float l[3], const float v[3], float rough )
740 {
741         float i/*, nh*/, nv /*, vh */, realnl, h[3];
742         float a, b, t, A, B;
743         float Lit_A, View_A, Lit_B[3], View_B[3];
744         
745         h[0]= v[0]+l[0];
746         h[1]= v[1]+l[1];
747         h[2]= v[2]+l[2];
748         normalize_v3(h);
749         
750         /* nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; */ /* Dot product between surface normal and half-way vector */
751         /* if (nh<0.0f) nh = 0.0f; */
752         
753         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
754         if (nv<=0.0f) nv= 0.0f;
755         
756         realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
757         if (realnl<=0.0f) return 0.0f;
758         if (nl<0.0f) return 0.0f;               /* value from area light */
759         
760         /* vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; */ /* Dot product between view vector and halfway vector */
761         /* if (vh<=0.0f) vh= 0.0f; */
762         
763         Lit_A = saacos(realnl);
764         View_A = saacos( nv );
765         
766         Lit_B[0] = l[0] - (realnl * n[0]);
767         Lit_B[1] = l[1] - (realnl * n[1]);
768         Lit_B[2] = l[2] - (realnl * n[2]);
769         normalize_v3(Lit_B);
770         
771         View_B[0] = v[0] - (nv * n[0]);
772         View_B[1] = v[1] - (nv * n[1]);
773         View_B[2] = v[2] - (nv * n[2]);
774         normalize_v3(View_B);
775         
776         t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
777         if ( t < 0 ) t = 0;
778         
779         if ( Lit_A > View_A ) {
780                 a = Lit_A;
781                 b = View_A;
782         }
783         else {
784                 a = View_A;
785                 b = Lit_A;
786         }
787         
788         A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f)));
789         B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f));
790         
791         b*= 0.95f;      /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
792                                 /* overflow only happens with extreme size area light, and higher roughness */
793         i = nl * ( A + ( B * t * sinf(a) * tanf(b) ) );
794         
795         return i;
796 }
797
798 /* Minnaert diffuse */
799 static float Minnaert_Diff(float nl, const float n[3], const float v[3], float darkness)
800 {
801         float i, nv;
802
803         /* nl = dot product between surface normal and light vector */
804         if (nl <= 0.0f)
805                 return 0.0f;
806
807         /* nv = dot product between surface normal and view vector */
808         nv = dot_v3v3(n, v);
809         if (nv < 0.0f)
810                 nv = 0.0f;
811
812         if (darkness <= 1.0f)
813                 i = nl * pow(maxf(nv * nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
814         else
815                 i = nl * pow( (1.001f - nv), (darkness  - 1.0f) ); /*Nvidia model*/
816
817         return i;
818 }
819
820 static float Fresnel_Diff(float *vn, float *lv, float *UNUSED(view), float fac_i, float fac)
821 {
822         return fresnel_fac(lv, vn, fac_i, fac);
823 }
824
825 /* --------------------------------------------- */
826 /* also called from texture.c */
827 void calc_R_ref(ShadeInput *shi)
828 {
829         float i;
830
831         /* shi->vn dot shi->view */
832         i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
833
834         shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
835         shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
836         shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
837         if (shi->osatex) {
838                 if (shi->vlr->flag & R_SMOOTH) {
839                         i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) +
840                                 (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] );
841
842                         shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0]));
843                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1]));
844                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2]));
845
846                         i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+
847                                 (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] );
848
849                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0]));
850                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1]));
851                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2]));
852
853                 }
854                 else {
855
856                         i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) +
857                                 shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );
858
859                         shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]);
860                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
861                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
862
863                         i= -2*( shi->vn[0]*shi->view[0]+
864                                 shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] );
865
866                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
867                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]);
868                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
869                 }
870         }
871
872 }
873
874 /* called from ray.c */
875 void shade_color(ShadeInput *shi, ShadeResult *shr)
876 {
877         Material *ma= shi->mat;
878
879         if (ma->mode & (MA_FACETEXTURE)) {
880                 shi->r= shi->vcol[0];
881                 shi->g= shi->vcol[1];
882                 shi->b= shi->vcol[2];
883                 if (ma->mode & (MA_FACETEXTURE_ALPHA))
884                         shi->alpha= shi->vcol[3];
885         }
886         else if (ma->mode & (MA_VERTEXCOLP)) {
887                 float neg_alpha = 1.0f - shi->vcol[3];
888                 shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3];
889                 shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3];
890                 shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3];
891         }
892         
893         if (ma->texco)
894                 do_material_tex(shi, &R);
895
896         if (ma->fresnel_tra!=0.0f) 
897                 shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
898         
899         if (!(shi->mode & MA_TRANSP)) shi->alpha= 1.0f;
900         
901         shr->diff[0]= shi->r;
902         shr->diff[1]= shi->g;
903         shr->diff[2]= shi->b;
904         shr->alpha= shi->alpha;
905 }
906
907 /* ramp for at end of shade */
908 static void ramp_diffuse_result(float *diff, ShadeInput *shi)
909 {
910         Material *ma= shi->mat;
911         float col[4];
912
913         if (ma->ramp_col) {
914                 if (ma->rampin_col==MA_RAMP_IN_RESULT) {
915                         float fac = rgb_to_grayscale(diff);
916                         do_colorband(ma->ramp_col, fac, col);
917                         
918                         /* blending method */
919                         fac= col[3]*ma->rampfac_col;
920                         
921                         ramp_blend(ma->rampblend_col, diff, fac, col);
922                 }
923         }
924 }
925
926 /* r,g,b denote energy, ramp is used with different values to make new material color */
927 static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
928 {
929         Material *ma= shi->mat;
930
931         if (ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
932                 
933                 /* MA_RAMP_IN_RESULT is exceptional */
934                 if (ma->rampin_col==MA_RAMP_IN_RESULT) {
935                         // normal add
936                         diff[0] += r * shi->r;
937                         diff[1] += g * shi->g;
938                         diff[2] += b * shi->b;
939                 }
940                 else {
941                         float colt[3], col[4];
942                         float fac;
943
944                         /* input */
945                         switch (ma->rampin_col) {
946                         case MA_RAMP_IN_ENERGY:
947                                 /* should use 'rgb_to_grayscale' but we only have a vector version */
948                                 fac= 0.3f*r + 0.58f*g + 0.12f*b;
949                                 break;
950                         case MA_RAMP_IN_SHADER:
951                                 fac= is;
952                                 break;
953                         case MA_RAMP_IN_NOR:
954                                 fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
955                                 break;
956                         default:
957                                 fac= 0.0f;
958                                 break;
959                         }
960         
961                         do_colorband(ma->ramp_col, fac, col);
962                         
963                         /* blending method */
964                         fac= col[3]*ma->rampfac_col;
965                         colt[0]= shi->r;
966                         colt[1]= shi->g;
967                         colt[2]= shi->b;
968
969                         ramp_blend(ma->rampblend_col, colt, fac, col);
970
971                         /* output to */
972                         diff[0] += r * colt[0];
973                         diff[1] += g * colt[1];
974                         diff[2] += b * colt[2];
975                 }
976         }
977         else {
978                 diff[0] += r * shi->r;
979                 diff[1] += g * shi->g;
980                 diff[2] += b * shi->b;
981         }
982 }
983
984 static void ramp_spec_result(float spec_col[3], ShadeInput *shi)
985 {
986         Material *ma= shi->mat;
987
988         if (ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
989                 float col[4];
990                 float fac = rgb_to_grayscale(spec_col);
991
992                 do_colorband(ma->ramp_spec, fac, col);
993                 
994                 /* blending method */
995                 fac= col[3]*ma->rampfac_spec;
996                 
997                 ramp_blend(ma->rampblend_spec, spec_col, fac, col);
998                 
999         }
1000 }
1001
1002 /* is = dot product shade, t = spec energy */
1003 static void do_specular_ramp(ShadeInput *shi, float is, float t, float spec[3])
1004 {
1005         Material *ma= shi->mat;
1006
1007         spec[0]= shi->specr;
1008         spec[1]= shi->specg;
1009         spec[2]= shi->specb;
1010
1011         /* MA_RAMP_IN_RESULT is exception */
1012         if (ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
1013                 float fac;
1014                 float col[4];
1015
1016                 /* input */
1017                 switch (ma->rampin_spec) {
1018                 case MA_RAMP_IN_ENERGY:
1019                         fac= t;
1020                         break;
1021                 case MA_RAMP_IN_SHADER:
1022                         fac= is;
1023                         break;
1024                 case MA_RAMP_IN_NOR:
1025                         fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
1026                         break;
1027                 default:
1028                         fac= 0.0f;
1029                         break;
1030                 }
1031                 
1032                 do_colorband(ma->ramp_spec, fac, col);
1033                 
1034                 /* blending method */
1035                 fac= col[3]*ma->rampfac_spec;
1036                 
1037                 ramp_blend(ma->rampblend_spec, spec, fac, col);
1038         }
1039 }
1040
1041 /* pure AO, check for raytrace and world should have been done */
1042 /* preprocess, textures were not done, don't use shi->amb for that reason */
1043 void ambient_occlusion(ShadeInput *shi)
1044 {
1045         if ((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f) {
1046                 sample_occ(&R, shi);
1047         }
1048         else if ((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f) {
1049                 ray_ao(shi, shi->ao, shi->env);
1050         }
1051         else {
1052                 shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
1053                 zero_v3(shi->env);
1054                 zero_v3(shi->indirect);
1055         }
1056 }
1057
1058
1059 /* wrld mode was checked for */
1060 static void ambient_occlusion_apply(ShadeInput *shi, ShadeResult *shr)
1061 {
1062         float f= R.wrld.aoenergy;
1063         float tmp[3], tmpspec[3];
1064
1065         if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
1066                 return;
1067         if (f == 0.0f)
1068                 return;
1069
1070         if (R.wrld.aomix==WO_AOADD) {
1071                 shr->combined[0] += shi->ao[0]*shi->r*shi->refl*f;
1072                 shr->combined[1] += shi->ao[1]*shi->g*shi->refl*f;
1073                 shr->combined[2] += shi->ao[2]*shi->b*shi->refl*f;
1074         }
1075         else if (R.wrld.aomix==WO_AOMUL) {
1076                 mul_v3_v3v3(tmp, shr->combined, shi->ao);
1077                 mul_v3_v3v3(tmpspec, shr->spec, shi->ao);
1078
1079                 if (f == 1.0f) {
1080                         copy_v3_v3(shr->combined, tmp);
1081                         copy_v3_v3(shr->spec, tmpspec);
1082                 }
1083                 else {
1084                         interp_v3_v3v3(shr->combined, shr->combined, tmp, f);
1085                         interp_v3_v3v3(shr->spec, shr->spec, tmpspec, f);
1086                 }
1087         }
1088 }
1089
1090 void environment_lighting_apply(ShadeInput *shi, ShadeResult *shr)
1091 {
1092         float f= R.wrld.ao_env_energy*shi->amb;
1093
1094         if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
1095                 return;
1096         if (f == 0.0f)
1097                 return;
1098         
1099         shr->combined[0] += shi->env[0]*shi->r*shi->refl*f;
1100         shr->combined[1] += shi->env[1]*shi->g*shi->refl*f;
1101         shr->combined[2] += shi->env[2]*shi->b*shi->refl*f;
1102 }
1103
1104 static void indirect_lighting_apply(ShadeInput *shi, ShadeResult *shr)
1105 {
1106         float f= R.wrld.ao_indirect_energy;
1107
1108         if (!((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
1109                 return;
1110         if (f == 0.0f)
1111                 return;
1112
1113         shr->combined[0] += shi->indirect[0]*shi->r*shi->refl*f;
1114         shr->combined[1] += shi->indirect[1]*shi->g*shi->refl*f;
1115         shr->combined[2] += shi->indirect[2]*shi->b*shi->refl*f;
1116 }
1117
1118 /* result written in shadfac */
1119 void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float shadfac[4], int do_real)
1120 {
1121         LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]);
1122         
1123         if (do_real || lss->samplenr!=shi->samplenr) {
1124                 
1125                 shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1126                 
1127                 if (lar->shb) {
1128                         if (lar->buftype==LA_SHADBUF_IRREGULAR)
1129                                 shadfac[3]= ISB_getshadow(shi, lar->shb);
1130                         else
1131                                 shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias);
1132                 }
1133                 else if (lar->mode & LA_SHAD_RAY) {
1134                         ray_shadow(shi, lar, shadfac);
1135                 }
1136                 
1137                 if (shi->depth==0) {
1138                         copy_v4_v4(lss->shadfac, shadfac);
1139                         lss->samplenr= shi->samplenr;
1140                 }
1141         }
1142         else {
1143                 copy_v4_v4(shadfac, lss->shadfac);
1144         }
1145 }
1146
1147 /* lampdistance and spot angle, writes in lv and dist */
1148 float lamp_get_visibility(LampRen *lar, const float co[3], float lv[3], float *dist)
1149 {
1150         if (lar->type==LA_SUN || lar->type==LA_HEMI) {
1151                 *dist= 1.0f;
1152                 copy_v3_v3(lv, lar->vec);
1153                 return 1.0f;
1154         }
1155         else {
1156                 float visifac= 1.0f, t;
1157                 
1158                 sub_v3_v3v3(lv, co, lar->co);
1159                 *dist= sqrtf(dot_v3v3(lv, lv));
1160                 t= 1.0f/dist[0];
1161                 mul_v3_fl(lv, t);
1162                 
1163                 /* area type has no quad or sphere option */
1164                 if (lar->type==LA_AREA) {
1165                         /* area is single sided */
1166                         //if (dot_v3v3(lv, lar->vec) > 0.0f)
1167                         //      visifac= 1.0f;
1168                         //else
1169                         //      visifac= 0.0f;
1170                 }
1171                 else {
1172                         switch (lar->falloff_type) {
1173                                 case LA_FALLOFF_CONSTANT:
1174                                         visifac = 1.0f;
1175                                         break;
1176                                 case LA_FALLOFF_INVLINEAR:
1177                                         visifac = lar->dist/(lar->dist + dist[0]);
1178                                         break;
1179                                 case LA_FALLOFF_INVSQUARE:
1180                                         /* NOTE: This seems to be a hack since commit r12045 says this
1181                                          * option is similar to old Quad, but with slight changes.
1182                                          * Correct inv square would be (which would be old Quad):
1183                                          * visifac = lar->distkw / (lar->distkw + dist[0]*dist[0]);
1184                                          */
1185                                         visifac = lar->dist / (lar->dist + dist[0]*dist[0]);
1186                                         break;
1187                                 case LA_FALLOFF_SLIDERS:
1188                                         if (lar->ld1>0.0f)
1189                                                 visifac= lar->dist/(lar->dist+lar->ld1*dist[0]);
1190                                         if (lar->ld2>0.0f)
1191                                                 visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
1192                                         break;
1193                                 case LA_FALLOFF_CURVE:
1194                                         visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
1195                                         break;
1196                         }
1197                         
1198                         if (lar->mode & LA_SPHERE) {
1199                                 float t= lar->dist - dist[0];
1200                                 if (t<=0.0f) 
1201                                         visifac= 0.0f;
1202                                 else
1203                                         visifac*= t/lar->dist;
1204                         }
1205                         
1206                         if (visifac > 0.0f) {
1207                                 if (lar->type==LA_SPOT) {
1208                                         float inpr;
1209                                         
1210                                         if (lar->mode & LA_SQUARE) {
1211                                                 if (dot_v3v3(lv, lar->vec) > 0.0f) {
1212                                                         float lvrot[3], x;
1213                                                         
1214                                                         /* rotate view to lampspace */
1215                                                         copy_v3_v3(lvrot, lv);
1216                                                         mul_m3_v3(lar->imat, lvrot);
1217                                                         
1218                                                         x = maxf(fabsf(lvrot[0]/lvrot[2]), fabsf(lvrot[1]/lvrot[2]));
1219                                                         /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
1220                                                         
1221                                                         inpr= 1.0f/(sqrt(1.0f+x*x));
1222                                                 }
1223                                                 else inpr= 0.0f;
1224                                         }
1225                                         else {
1226                                                 inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
1227                                         }
1228                                         
1229                                         t= lar->spotsi;
1230                                         if (inpr<=t) 
1231                                                 visifac= 0.0f;
1232                                         else {
1233                                                 t= inpr-t;
1234                                                 if (t<lar->spotbl && lar->spotbl!=0.0f) {
1235                                                         /* soft area */
1236                                                         float i= t/lar->spotbl;
1237                                                         t= i*i;
1238                                                         inpr*= (3.0f*t-2.0f*t*i);
1239                                                 }
1240                                                 visifac*= inpr;
1241                                         }
1242                                 }
1243                         }
1244                 }
1245                 if (visifac <= 0.001f) visifac = 0.0f;
1246                 return visifac;
1247         }
1248 }
1249
1250 /* function returns raw diff, spec and full shadowed diff in the 'shad' pass */
1251 static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag)
1252 {
1253         Material *ma= shi->mat;
1254         VlakRen *vlr= shi->vlr;
1255         float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
1256         float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
1257         float visifac;
1258         
1259         vn= shi->vn;
1260         view= shi->view;
1261         
1262         
1263         if (lar->energy == 0.0f) return;
1264         /* only shadow lamps shouldn't affect shadow-less materials at all */
1265         if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
1266                 return;
1267         /* optimization, don't render fully black lamps */
1268         if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
1269                 return;
1270         
1271         /* lampdist, spot angle, area side, ... */
1272         visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1273         if (visifac==0.0f)
1274                 return;
1275         
1276         if (lar->type==LA_SPOT) {
1277                 if (lar->mode & LA_OSATEX) {
1278                         shi->osatex= 1; /* signal for multitex() */
1279                         
1280                         shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist;
1281                         shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist;
1282                         shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist;
1283                         
1284                         shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist;
1285                         shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist;
1286                         shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist;
1287                 }
1288         }
1289         
1290         /* lamp color texture */
1291         lacol[0]= lar->r;
1292         lacol[1]= lar->g;
1293         lacol[2]= lar->b;
1294         
1295         lashdw[0]= lar->shdwr;
1296         lashdw[1]= lar->shdwg;
1297         lashdw[2]= lar->shdwb;
1298         
1299         if (lar->mode & LA_TEXTURE)     do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
1300         if (lar->mode & LA_SHAD_TEX)    do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
1301
1302                 /* tangent case; calculate fake face normal, aligned with lampvector */ 
1303                 /* note, vnor==vn is used as tangent trigger for buffer shadow */
1304         if (vlr->flag & R_TANGENT) {
1305                 float cross[3], nstrand[3], blend;
1306
1307                 if (ma->mode & MA_STR_SURFDIFF) {
1308                         cross_v3_v3v3(cross, shi->surfnor, vn);
1309                         cross_v3_v3v3(nstrand, vn, cross);
1310
1311                         blend= dot_v3v3(nstrand, shi->surfnor);
1312                         blend= 1.0f - blend;
1313                         CLAMP(blend, 0.0f, 1.0f);
1314
1315                         interp_v3_v3v3(vnor, nstrand, shi->surfnor, blend);
1316                         normalize_v3(vnor);
1317                 }
1318                 else {
1319                         cross_v3_v3v3(cross, lv, vn);
1320                         cross_v3_v3v3(vnor, cross, vn);
1321                         normalize_v3(vnor);
1322                 }
1323
1324                 if (ma->strand_surfnor > 0.0f) {
1325                         if (ma->strand_surfnor > shi->surfdist) {
1326                                 blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor;
1327                                 interp_v3_v3v3(vnor, vnor, shi->surfnor, blend);
1328                                 normalize_v3(vnor);
1329                         }
1330                 }
1331
1332                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1333                 vn= vnor;
1334         }
1335         else if (ma->mode & MA_TANGENT_V) {
1336                 float cross[3];
1337                 cross_v3_v3v3(cross, lv, shi->tang);
1338                 cross_v3_v3v3(vnor, cross, shi->tang);
1339                 normalize_v3(vnor);
1340                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1341                 vn= vnor;
1342         }
1343         
1344         /* dot product and reflectivity */
1345         /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
1346         inp= dot_v3v3(vn, lv);
1347
1348         /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
1349         /* this complex construction screams for a nicer implementation! (ton) */
1350         if (R.r.mode & R_SHADOW) {
1351                 if (ma->mode & MA_SHADOW) {
1352                         if (lar->type==LA_HEMI || lar->type==LA_AREA);
1353                         else if ((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
1354                                 float thresh= shi->obr->ob->smoothresh;
1355                                 if (inp>thresh)
1356                                         phongcorr= (inp-thresh)/(inp*(1.0f-thresh));
1357                                 else
1358                                         phongcorr= 0.0f;
1359                         }
1360                         else if (ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) {
1361                                 if (inp>ma->sbias)
1362                                         phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias));
1363                                 else
1364                                         phongcorr= 0.0f;
1365                         }
1366                 }
1367         }
1368         
1369         /* diffuse shaders */
1370         if (lar->mode & LA_NO_DIFF) {
1371                 is= 0.0f;       // skip shaders
1372         }
1373         else if (lar->type==LA_HEMI) {
1374                 is= 0.5f*inp + 0.5f;
1375         }
1376         else {
1377                 
1378                 if (lar->type==LA_AREA)
1379                         inp= area_lamp_energy_multisample(lar, shi->co, vn);
1380                 
1381                 /* diffuse shaders (oren nayer gets inp from area light) */
1382                 if (ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);
1383                 else if (ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1384                 else if (ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness);
1385                 else if (ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1386                 else is= inp;   // Lambert
1387         }
1388         
1389         /* 'is' is diffuse */
1390         if ((ma->shade_flag & MA_CUBIC) && is>0.0f && is<1.0f)
1391                 is= 3.0f*is*is - 2.0f*is*is*is; // nicer termination of shades
1392
1393         i= is*phongcorr;
1394         
1395         if (i>0.0f) {
1396                 i*= visifac*shi->refl;
1397         }
1398         i_noshad= i;
1399         
1400         vn= shi->vn;    // bring back original vector, we use special specular shaders for tangent
1401         if (ma->mode & MA_TANGENT_V)
1402                 vn= shi->tang;
1403         
1404         /* init transp shadow */
1405         shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1406         
1407         /* shadow and spec, (visifac==0 outside spot) */
1408         if (visifac> 0.0f) {
1409                 
1410                 if ((R.r.mode & R_SHADOW)) {
1411                         if (ma->mode & MA_SHADOW) {
1412                                 if (lar->shb || (lar->mode & LA_SHAD_RAY)) {
1413                                         
1414                                         if (vn==vnor)   /* tangent trigger */
1415                                                 lamp_get_shadow(lar, shi, dot_v3v3(shi->vn, lv), shadfac, shi->depth);
1416                                         else
1417                                                 lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
1418                                                 
1419                                         /* warning, here it skips the loop */
1420                                         if ((lar->mode & LA_ONLYSHADOW) && i>0.0f) {
1421                                                 
1422                                                 shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
1423                                                 shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
1424                                                 shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
1425                                                 shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
1426                                                 
1427                                                 shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
1428                                                 shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
1429                                                 shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
1430                                                 
1431                                                 return;
1432                                         }
1433                                         
1434                                         i*= shadfac[3];
1435                                         shr->shad[3] = shadfac[3]; /* store this for possible check in troublesome cases */
1436                                 }
1437                         }
1438                 }
1439                 
1440                 /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
1441                 if (!(lar->mode & LA_NO_DIFF)) {
1442                         if (i>0.0f) {
1443                                 if (ma->mode & MA_SHADOW_TRA)
1444                                         add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
1445                                 else
1446                                         add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
1447                         }
1448                         /* add light for colored shadow */
1449                         if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
1450                                 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]);
1451                         }
1452                         if (i_noshad>0.0f) {
1453                                 if (passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
1454                                         add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
1455                                 }
1456                                 else
1457                                         copy_v3_v3(shr->diff, shr->shad);
1458                         }
1459                 }
1460                 
1461                 /* specularity */
1462                 shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
1463                 
1464                 if (shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
1465                         
1466                         if (!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
1467                         else if (lar->type==LA_HEMI) {
1468                                 float t;
1469                                 /* hemi uses no spec shaders (yet) */
1470                                 
1471                                 lv[0]+= view[0];
1472                                 lv[1]+= view[1];
1473                                 lv[2]+= view[2];
1474                                 
1475                                 normalize_v3(lv);
1476                                 
1477                                 t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
1478                                 
1479                                 if (lar->type==LA_HEMI) {
1480                                         t= 0.5f*t+0.5f;
1481                                 }
1482                                 
1483                                 t= shadfac[3]*shi->spec*spec(t, shi->har);
1484                                 
1485                                 shr->spec[0]+= t*(lacol[0] * shi->specr);
1486                                 shr->spec[1]+= t*(lacol[1] * shi->specg);
1487                                 shr->spec[2]+= t*(lacol[2] * shi->specb);
1488                         }
1489                         else {
1490                                 /* specular shaders */
1491                                 float specfac, t;
1492                                 
1493                                 if (ma->spec_shader==MA_SPEC_PHONG) 
1494                                         specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1495                                 else if (ma->spec_shader==MA_SPEC_COOKTORR) 
1496                                         specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1497                                 else if (ma->spec_shader==MA_SPEC_BLINN) 
1498                                         specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1499                                 else if (ma->spec_shader==MA_SPEC_WARDISO)
1500                                         specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1501                                 else 
1502                                         specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1503                                 
1504                                 /* area lamp correction */
1505                                 if (lar->type==LA_AREA) specfac*= inp;
1506                                 
1507                                 t= shadfac[3]*shi->spec*visifac*specfac;
1508                                 
1509                                 if (ma->mode & MA_RAMP_SPEC) {
1510                                         float spec[3];
1511                                         do_specular_ramp(shi, specfac, t, spec);
1512                                         shr->spec[0]+= t*(lacol[0] * spec[0]);
1513                                         shr->spec[1]+= t*(lacol[1] * spec[1]);
1514                                         shr->spec[2]+= t*(lacol[2] * spec[2]);
1515                                 }
1516                                 else {
1517                                         shr->spec[0]+= t*(lacol[0] * shi->specr);
1518                                         shr->spec[1]+= t*(lacol[1] * shi->specg);
1519                                         shr->spec[2]+= t*(lacol[2] * shi->specb);
1520                                 }
1521                         }
1522                 }
1523         }
1524 }
1525
1526 static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
1527 {
1528         
1529         if (R.r.mode & R_SHADOW) {
1530                 ListBase *lights;
1531                 LampRen *lar;
1532                 GroupObject *go;
1533                 float inpr, lv[3];
1534                 float /* *view, */ shadfac[4];
1535                 float ir, accum, visifac, lampdist;
1536                 float shaded = 0.0f, lightness = 0.0f;
1537                 
1538
1539                 /* view= shi->view; */ /* UNUSED */
1540                 accum= ir= 0.0f;
1541                 
1542                 lights= get_lights(shi);
1543                 for (go=lights->first; go; go= go->next) {
1544                         lar= go->lampren;
1545                         if (lar==NULL) continue;
1546                         
1547                         /* yafray: ignore shading by photonlights, not used in Blender */
1548                         if (lar->type==LA_YF_PHOTON) continue;
1549                         
1550                         if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue;
1551                         if ((lar->lay & shi->lay)==0) continue;
1552                         
1553                         if (lar->shb || (lar->mode & LA_SHAD_RAY)) {
1554                                 visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1555                                 ir+= 1.0f;
1556
1557                                 if (visifac <= 0.0f) {
1558                                         if (shi->mat->shadowonly_flag == MA_SO_OLD)
1559                                                 accum+= 1.0f;
1560
1561                                         continue;
1562                                 }
1563                                 inpr= dot_v3v3(shi->vn, lv);
1564                                 if (inpr <= 0.0f) {
1565                                         if (shi->mat->shadowonly_flag == MA_SO_OLD)
1566                                                 accum+= 1.0f;
1567
1568                                         continue;
1569                                 }
1570
1571                                 lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth);
1572
1573                                 if (shi->mat->shadowonly_flag == MA_SO_OLD) {
1574                                         /* Old "Shadows Only" */
1575                                         accum+= (1.0f-visifac) + (visifac)*rgb_to_grayscale(shadfac)*shadfac[3];
1576                                 }
1577                                 else {
1578                                         shaded += rgb_to_grayscale(shadfac)*shadfac[3] * visifac * lar->energy;
1579
1580                                         if (shi->mat->shadowonly_flag == MA_SO_SHADOW) {
1581                                                 lightness += visifac * lar->energy;
1582                                         }
1583                                 }
1584                         }
1585                 }
1586
1587                 /* Apply shadows as alpha */
1588                 if (ir>0.0f) {
1589                         if (shi->mat->shadowonly_flag == MA_SO_OLD) {
1590                                 accum = 1.0f - accum/ir;
1591                         }
1592                         else {
1593                                 if (shi->mat->shadowonly_flag == MA_SO_SHADOW) {
1594                                         if (lightness > 0.0f) {
1595                                                 /* Get shadow value from between 0.0f and non-shadowed lightness */
1596                                                 accum = (lightness - shaded) / (lightness);
1597                                         }
1598                                         else {
1599                                                 accum = 0.0f;
1600                                         }
1601                                 }
1602                                 else { /* shadowonly_flag == MA_SO_SHADED */
1603                                         /* Use shaded value */
1604                                         accum = 1.0f - shaded;
1605                         }}
1606
1607                         shr->alpha= (shi->alpha)*(accum);
1608                         if (shr->alpha<0.0f) shr->alpha=0.0f;
1609                 }
1610                 else {
1611                         /* If "fully shaded", use full alpha even on areas that have no lights */
1612                         if (shi->mat->shadowonly_flag == MA_SO_SHADED) shr->alpha=shi->alpha;
1613                         else shr->alpha= 0.f;
1614                 }
1615         }
1616         
1617         /* quite disputable this...  also note it doesn't mirror-raytrace */    
1618         if ((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT)) && shi->amb!=0.0f) {
1619                 float f;
1620                 
1621                 if (R.wrld.mode & WO_AMB_OCC) {
1622                         f= R.wrld.aoenergy*shi->amb;
1623                         
1624                         if (R.wrld.aomix==WO_AOADD) {
1625                                 if (shi->mat->shadowonly_flag == MA_SO_OLD) {
1626                                         f= f*(1.0f - rgb_to_grayscale(shi->ao));
1627                                         shr->alpha= (shr->alpha + f)*f;
1628                                 }
1629                                 else {
1630                                         shr->alpha -= f*rgb_to_grayscale(shi->ao);
1631                                         if (shr->alpha<0.0f) shr->alpha=0.0f;
1632                                 }
1633                         }
1634                         else /* AO Multiply */
1635                                 shr->alpha= (1.0f - f)*shr->alpha + f*(1.0f - (1.0f - shr->alpha)*rgb_to_grayscale(shi->ao));
1636                 }
1637
1638                 if (R.wrld.mode & WO_ENV_LIGHT) {
1639                         if (shi->mat->shadowonly_flag == MA_SO_OLD) {
1640                                 f= R.wrld.ao_env_energy*shi->amb*(1.0f - rgb_to_grayscale(shi->env));
1641                                 shr->alpha= (shr->alpha + f)*f;
1642                         }
1643                         else {
1644                                 f= R.wrld.ao_env_energy*shi->amb;
1645                                 shr->alpha -= f*rgb_to_grayscale(shi->env);
1646                                 if (shr->alpha<0.0f) shr->alpha=0.0f;
1647                         }
1648                 }
1649         }
1650 }
1651
1652 /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
1653 static void wrld_exposure_correct(float diff[3])
1654 {
1655         
1656         diff[0]= R.wrld.linfac*(1.0f-expf( diff[0]*R.wrld.logfac) );
1657         diff[1]= R.wrld.linfac*(1.0f-expf( diff[1]*R.wrld.logfac) );
1658         diff[2]= R.wrld.linfac*(1.0f-expf( diff[2]*R.wrld.logfac) );
1659 }
1660
1661 void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
1662 {
1663         Material *ma= shi->mat;
1664         int passflag= shi->passflag;
1665         
1666         memset(shr, 0, sizeof(ShadeResult));
1667         
1668         if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f;
1669         
1670         /* separate loop */
1671         if (ma->mode & MA_ONLYSHADOW) {
1672                 shade_lamp_loop_only_shadow(shi, shr);
1673                 return;
1674         }
1675         
1676         /* envmap hack, always reset */
1677         shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
1678         
1679         /* material color itself */
1680         if (passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA)) {
1681                 if (ma->mode & (MA_FACETEXTURE)) {
1682                         shi->r= shi->vcol[0];
1683                         shi->g= shi->vcol[1];
1684                         shi->b= shi->vcol[2];
1685                         if (ma->mode & (MA_FACETEXTURE_ALPHA))
1686                                 shi->alpha= shi->vcol[3];
1687                 }
1688                 else if (ma->mode & (MA_VERTEXCOLP)) {
1689                         float neg_alpha = 1.0f - shi->vcol[3];
1690                         shi->r= shi->r*neg_alpha + shi->vcol[0]*shi->vcol[3];
1691                         shi->g= shi->g*neg_alpha + shi->vcol[1]*shi->vcol[3];
1692                         shi->b= shi->b*neg_alpha + shi->vcol[2]*shi->vcol[3];
1693                 }
1694                 if (ma->texco) {
1695                         do_material_tex(shi, &R);
1696                         if (!(shi->mode & MA_TRANSP)) shi->alpha = 1.0f;
1697                 }
1698                 
1699                 shr->col[0]= shi->r*shi->alpha;
1700                 shr->col[1]= shi->g*shi->alpha;
1701                 shr->col[2]= shi->b*shi->alpha;
1702                 shr->col[3]= shi->alpha;
1703
1704                 if ((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
1705                         if (ma->sss_texfac == 0.0f) {
1706                                 shi->r= shi->g= shi->b= shi->alpha= 1.0f;
1707                                 shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
1708                         }
1709                         else {
1710                                 shi->r= pow(shi->r, ma->sss_texfac);
1711                                 shi->g= pow(shi->g, ma->sss_texfac);
1712                                 shi->b= pow(shi->b, ma->sss_texfac);
1713                                 shi->alpha= pow(shi->alpha, ma->sss_texfac);
1714                                 
1715                                 shr->col[0]= pow(shr->col[0], ma->sss_texfac);
1716                                 shr->col[1]= pow(shr->col[1], ma->sss_texfac);
1717                                 shr->col[2]= pow(shr->col[2], ma->sss_texfac);
1718                                 shr->col[3]= pow(shr->col[3], ma->sss_texfac);
1719                         }
1720                 }
1721         }
1722         
1723         if (ma->mode & MA_SHLESS) {
1724                 shr->combined[0]= shi->r;
1725                 shr->combined[1]= shi->g;
1726                 shr->combined[2]= shi->b;
1727                 shr->alpha= shi->alpha;
1728                 return;
1729         }
1730
1731         if ( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) {       // vertexcolor light
1732                 shr->emit[0]= shi->r*(shi->emit+shi->vcol[0]*shi->vcol[3]);
1733                 shr->emit[1]= shi->g*(shi->emit+shi->vcol[1]*shi->vcol[3]);
1734                 shr->emit[2]= shi->b*(shi->emit+shi->vcol[2]*shi->vcol[3]);
1735         }
1736         else {
1737                 shr->emit[0]= shi->r*shi->emit;
1738                 shr->emit[1]= shi->g*shi->emit;
1739                 shr->emit[2]= shi->b*shi->emit;
1740         }
1741         
1742         /* AO pass */
1743         if (R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) {
1744                 if (((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT))) ||
1745                     (passflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
1746                 {
1747                         if (R.r.mode & R_SHADOW) {
1748                                 /* AO was calculated for scanline already */
1749                                 if (shi->depth || shi->volume_depth)
1750                                         ambient_occlusion(shi);
1751                                 copy_v3_v3(shr->ao, shi->ao);
1752                                 copy_v3_v3(shr->env, shi->env); // XXX multiply
1753                                 copy_v3_v3(shr->indirect, shi->indirect); // XXX multiply
1754                         }
1755                 }
1756         }
1757         
1758         /* lighting pass */
1759         if (passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) {
1760                 GroupObject *go;
1761                 ListBase *lights;
1762                 LampRen *lar;
1763                 
1764                 lights= get_lights(shi);
1765                 for (go=lights->first; go; go= go->next) {
1766                         lar= go->lampren;
1767                         if (lar==NULL) continue;
1768                         
1769                         /* yafray: ignore shading by photonlights, not used in Blender */
1770                         if (lar->type==LA_YF_PHOTON) continue;
1771                         
1772                         /* test for lamp layer */
1773                         if (lar->mode & LA_LAYER) if ((lar->lay & shi->obi->lay)==0) continue;
1774                         if ((lar->lay & shi->lay)==0) continue;
1775                         
1776                         /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */
1777                         shade_one_light(lar, shi, shr, passflag);
1778                 }
1779
1780                 /* this check is to prevent only shadow lamps from producing negative
1781                  * colors.*/
1782                 if (shr->spec[0] < 0) shr->spec[0] = 0;
1783                 if (shr->spec[1] < 0) shr->spec[1] = 0;
1784                 if (shr->spec[2] < 0) shr->spec[2] = 0;
1785
1786                 if (shr->shad[0] < 0) shr->shad[0] = 0;
1787                 if (shr->shad[1] < 0) shr->shad[1] = 0;
1788                 if (shr->shad[2] < 0) shr->shad[2] = 0;
1789                                                 
1790                 if (ma->sss_flag & MA_DIFF_SSS) {
1791                         float sss[3], col[3], invalpha, texfac= ma->sss_texfac;
1792
1793                         /* this will return false in the preprocess stage */
1794                         if (sample_sss(&R, ma, shi->co, sss)) {
1795                                 invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
1796
1797                                 if (texfac==0.0f) {
1798                                         copy_v3_v3(col, shr->col);
1799                                         mul_v3_fl(col, invalpha);
1800                                 }
1801                                 else if (texfac==1.0f) {
1802                                         col[0]= col[1]= col[2]= 1.0f;
1803                                         mul_v3_fl(col, invalpha);
1804                                 }
1805                                 else {
1806                                         copy_v3_v3(col, shr->col);
1807                                         mul_v3_fl(col, invalpha);
1808                                         col[0]= pow(col[0], 1.0f-texfac);
1809                                         col[1]= pow(col[1], 1.0f-texfac);
1810                                         col[2]= pow(col[2], 1.0f-texfac);
1811                                 }
1812
1813                                 shr->diff[0]= sss[0]*col[0];
1814                                 shr->diff[1]= sss[1]*col[1];
1815                                 shr->diff[2]= sss[2]*col[2];
1816
1817                                 if (shi->combinedflag & SCE_PASS_SHADOW) {
1818                                         shr->shad[0]= shr->diff[0];
1819                                         shr->shad[1]= shr->diff[1];
1820                                         shr->shad[2]= shr->diff[2];
1821                                 }
1822                         }
1823                 }
1824                 
1825                 if (shi->combinedflag & SCE_PASS_SHADOW)        
1826                         copy_v3_v3(shr->combined, shr->shad);   /* note, no ';' ! */
1827                 else
1828                         copy_v3_v3(shr->combined, shr->diff);
1829                         
1830                 /* calculate shadow pass, we use a multiplication mask */
1831                 /* if diff = 0,0,0 it doesn't matter what the shadow pass is, so leave it as is */
1832                 if (passflag & SCE_PASS_SHADOW && !(shr->diff[0]==0.0f && shr->diff[1]==0.0f && shr->diff[2]==0.0f)) {
1833                         if (shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0];
1834                         /* can't determine proper shadow from shad/diff (0/0), so use shadow intensity */
1835                         else if (shr->shad[0]==0.0f) shr->shad[0]= shr->shad[3];
1836
1837                         if (shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1];
1838                         else if (shr->shad[1]==0.0f) shr->shad[1]= shr->shad[3];
1839
1840                         if (shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2];
1841                         else if (shr->shad[2]==0.0f) shr->shad[2]= shr->shad[3];
1842                 }
1843                 
1844                 /* exposure correction */
1845                 if ((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) {
1846                         wrld_exposure_correct(shr->combined);   /* has no spec! */
1847                         wrld_exposure_correct(shr->spec);
1848                 }
1849         }
1850         
1851         /* alpha in end, spec can influence it */
1852         if (passflag & (SCE_PASS_COMBINED)) {
1853                 if ((ma->fresnel_tra!=0.0f) && (shi->mode & MA_TRANSP))
1854                         shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
1855                         
1856                 /* note: shi->mode! */
1857                 if (shi->mode & MA_TRANSP && (shi->mode & (MA_ZTRANSP|MA_RAYTRANSP))) {
1858                         if (shi->spectra!=0.0f) {
1859                                 float t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
1860                                 t *= shi->spectra;
1861                                 if (t>1.0f) t= 1.0f;
1862                                 shi->alpha= (1.0f-t)*shi->alpha+t;
1863                         }
1864                 }
1865         }
1866         shr->alpha= shi->alpha;
1867         
1868         /* from now stuff everything in shr->combined: ambient, AO, ramps, exposure */
1869         if (!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1870                 if (R.r.mode & R_SHADOW) {
1871                         /* add AO in combined? */
1872                         if (R.wrld.mode & WO_AMB_OCC)
1873                                 if (shi->combinedflag & SCE_PASS_AO)
1874                                         ambient_occlusion_apply(shi, shr);
1875
1876                         if (R.wrld.mode & WO_ENV_LIGHT)
1877                                 if (shi->combinedflag & SCE_PASS_ENVIRONMENT)
1878                                         environment_lighting_apply(shi, shr);
1879
1880                         if (R.wrld.mode & WO_INDIRECT_LIGHT)
1881                                 if (shi->combinedflag & SCE_PASS_INDIRECT)
1882                                         indirect_lighting_apply(shi, shr);
1883                 }
1884                 
1885                 shr->combined[0]+= shi->ambr;
1886                 shr->combined[1]+= shi->ambg;
1887                 shr->combined[2]+= shi->ambb;
1888                 
1889                 if (ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi);
1890         }
1891
1892         if (ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shi);
1893         
1894         /* refcol is for envmap only */
1895         if (shi->refcol[0]!=0.0f) {
1896                 float result[3];
1897                 
1898                 result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0];
1899                 result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1];
1900                 result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
1901                 
1902                 if (passflag & SCE_PASS_REFLECT)
1903                         sub_v3_v3v3(shr->refl, result, shr->combined);
1904                 
1905                 if (shi->combinedflag & SCE_PASS_REFLECT)
1906                         copy_v3_v3(shr->combined, result);
1907                         
1908         }
1909         
1910         /* and add emit and spec */
1911         if (shi->combinedflag & SCE_PASS_EMIT)
1912                 add_v3_v3(shr->combined, shr->emit);
1913         if (shi->combinedflag & SCE_PASS_SPEC)
1914                 add_v3_v3(shr->combined, shr->spec);
1915         
1916         /* modulate by the object color */
1917         if ((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
1918                 if (!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1919                         float obcol[4];
1920
1921                         copy_v4_v4(obcol, shi->obr->ob->col);
1922                         CLAMP(obcol[3], 0.0f, 1.0f);
1923
1924                         shr->combined[0] *= obcol[0];
1925                         shr->combined[1] *= obcol[1];
1926                         shr->combined[2] *= obcol[2];
1927                         if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3];
1928                 }
1929         }
1930
1931         shr->combined[3]= shr->alpha;
1932 }
1933