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[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_math.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                 mul_m3_v3(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         mul_m3_v3_double(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= len_v3v3(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 static double Normalize_d(double *n)
383 {
384         double d;
385         
386         d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
387
388         if(d>0.00000000000000001) {
389                 d= sqrt(d);
390
391                 n[0]/=d; 
392                 n[1]/=d; 
393                 n[2]/=d;
394         } else {
395                 n[0]=n[1]=n[2]= 0.0;
396                 d= 0.0;
397         }
398         return d;
399 }
400
401 /* mix of 'real' fresnel and allowing control. grad defines blending gradient */
402 float fresnel_fac(float *view, float *vn, float grad, float fac)
403 {
404         float t1, t2;
405         
406         if(fac==0.0f) return 1.0f;
407         
408         t1= (view[0]*vn[0] + view[1]*vn[1] + view[2]*vn[2]);
409         if(t1>0.0f)  t2= 1.0f+t1;
410         else t2= 1.0f-t1;
411         
412         t2= grad + (1.0f-grad)*pow(t2, fac);
413         
414         if(t2<0.0f) return 0.0f;
415         else if(t2>1.0f) return 1.0f;
416         return t2;
417 }
418
419 static double saacos_d(double fac)
420 {
421         if(fac<= -1.0f) return M_PI;
422         else if(fac>=1.0f) return 0.0;
423         else return acos(fac);
424 }
425
426 /* Stoke's form factor. Need doubles here for extreme small area sizes */
427 static float area_lamp_energy(float (*area)[3], float *co, float *vn)
428 {
429         double fac;
430         double vec[4][3];       /* vectors of rendered co to vertices lamp */
431         double cross[4][3];     /* cross products of this */
432         double rad[4];          /* angles between vecs */
433
434         VECSUB(vec[0], co, area[0]);
435         VECSUB(vec[1], co, area[1]);
436         VECSUB(vec[2], co, area[2]);
437         VECSUB(vec[3], co, area[3]);
438         
439         Normalize_d(vec[0]);
440         Normalize_d(vec[1]);
441         Normalize_d(vec[2]);
442         Normalize_d(vec[3]);
443
444         /* cross product */
445         CROSS(cross[0], vec[0], vec[1]);
446         CROSS(cross[1], vec[1], vec[2]);
447         CROSS(cross[2], vec[2], vec[3]);
448         CROSS(cross[3], vec[3], vec[0]);
449
450         Normalize_d(cross[0]);
451         Normalize_d(cross[1]);
452         Normalize_d(cross[2]);
453         Normalize_d(cross[3]);
454
455         /* angles */
456         rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
457         rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
458         rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
459         rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];
460
461         rad[0]= saacos_d(rad[0]);
462         rad[1]= saacos_d(rad[1]);
463         rad[2]= saacos_d(rad[2]);
464         rad[3]= saacos_d(rad[3]);
465
466         /* Stoke formula */
467         fac=  rad[0]*(vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2]);
468         fac+= rad[1]*(vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2]);
469         fac+= rad[2]*(vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2]);
470         fac+= rad[3]*(vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2]);
471
472         if(fac<=0.0) return 0.0;
473         return fac;
474 }
475
476 static float area_lamp_energy_multisample(LampRen *lar, float *co, float *vn)
477 {
478         /* corner vectors are moved around according lamp jitter */
479         float *jitlamp= lar->jitter, vec[3];
480         float area[4][3], intens= 0.0f;
481         int a= lar->ray_totsamp;
482
483         /* test if co is behind lamp */
484         VECSUB(vec, co, lar->co);
485         if(INPR(vec, lar->vec) < 0.0f)
486                 return 0.0f;
487
488         while(a--) {
489                 vec[0]= jitlamp[0];
490                 vec[1]= jitlamp[1];
491                 vec[2]= 0.0f;
492                 mul_m3_v3(lar->mat, vec);
493                 
494                 VECADD(area[0], lar->area[0], vec);
495                 VECADD(area[1], lar->area[1], vec);
496                 VECADD(area[2], lar->area[2], vec);
497                 VECADD(area[3], lar->area[3], vec);
498                 
499                 intens+= area_lamp_energy(area, co, vn);
500                 
501                 jitlamp+= 2;
502         }
503         intens /= (float)lar->ray_totsamp;
504         
505         return pow(intens*lar->areasize, lar->k);       // corrected for buttons size and lar->dist^2
506 }
507
508 static float spec(float inp, int hard)  
509 {
510         float b1;
511         
512         if(inp>=1.0f) return 1.0f;
513         else if (inp<=0.0f) return 0.0f;
514         
515         b1= inp*inp;
516         /* avoid FPE */
517         if(b1<0.01f) b1= 0.01f; 
518         
519         if((hard & 1)==0)  inp= 1.0f;
520         if(hard & 2)  inp*= b1;
521         b1*= b1;
522         if(hard & 4)  inp*= b1;
523         b1*= b1;
524         if(hard & 8)  inp*= b1;
525         b1*= b1;
526         if(hard & 16) inp*= b1;
527         b1*= b1;
528
529         /* avoid FPE */
530         if(b1<0.001f) b1= 0.0f; 
531
532         if(hard & 32) inp*= b1;
533         b1*= b1;
534         if(hard & 64) inp*=b1;
535         b1*= b1;
536         if(hard & 128) inp*=b1;
537
538         if(b1<0.001f) b1= 0.0f; 
539
540         if(hard & 256) {
541                 b1*= b1;
542                 inp*=b1;
543         }
544
545         return inp;
546 }
547
548 static float Phong_Spec( float *n, float *l, float *v, int hard, int tangent )
549 {
550         float h[3];
551         float rslt;
552         
553         h[0] = l[0] + v[0];
554         h[1] = l[1] + v[1];
555         h[2] = l[2] + v[2];
556         normalize_v3(h);
557         
558         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
559         if(tangent) rslt= sasqrt(1.0f - rslt*rslt);
560                 
561         if( rslt > 0.0f ) rslt= spec(rslt, hard);
562         else rslt = 0.0f;
563         
564         return rslt;
565 }
566
567
568 /* reduced cook torrance spec (for off-specular peak) */
569 static float CookTorr_Spec(float *n, float *l, float *v, int hard, int tangent)
570 {
571         float i, nh, nv, h[3];
572
573         h[0]= v[0]+l[0];
574         h[1]= v[1]+l[1];
575         h[2]= v[2]+l[2];
576         normalize_v3(h);
577
578         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
579         if(tangent) nh= sasqrt(1.0f - nh*nh);
580         else if(nh<0.0f) return 0.0f;
581         
582         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
583         if(tangent) nv= sasqrt(1.0f - nv*nv);
584         else if(nv<0.0f) nv= 0.0f;
585
586         i= spec(nh, hard);
587
588         i= i/(0.1+nv);
589         return i;
590 }
591
592 /* Blinn spec */
593 static float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power, int tangent)
594 {
595         float i, nh, nv, nl, vh, h[3];
596         float a, b, c, g=0.0f, p, f, ang;
597
598         if(refrac < 1.0f) return 0.0f;
599         if(spec_power == 0.0f) return 0.0f;
600         
601         /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
602         if(spec_power<100.0f)
603                 spec_power= sqrt(1.0f/spec_power);
604         else spec_power= 10.0f/spec_power;
605         
606         h[0]= v[0]+l[0];
607         h[1]= v[1]+l[1];
608         h[2]= v[2]+l[2];
609         normalize_v3(h);
610
611         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
612         if(tangent) nh= sasqrt(1.0f - nh*nh);
613         else if(nh<0.0f) return 0.0f;
614
615         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
616         if(tangent) nv= sasqrt(1.0f - nv*nv);
617         if(nv<=0.01f) nv= 0.01f;                                /* hrms... */
618
619         nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
620         if(tangent) nl= sasqrt(1.0f - nl*nl);
621         if(nl<=0.01f) {
622                 return 0.0f;
623         }
624
625         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
626         if(vh<=0.0f) vh= 0.01f;
627
628         a = 1.0f;
629         b = (2.0f*nh*nv)/vh;
630         c = (2.0f*nh*nl)/vh;
631
632         if( a < b && a < c ) g = a;
633         else if( b < a && b < c ) g = b;
634         else if( c < a && c < b ) g = c;
635
636         p = sqrt( (double)((refrac * refrac)+(vh*vh)-1.0f) );
637         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))));
638         ang = saacos(nh);
639
640         i= f * g * exp((double)(-(ang*ang) / (2.0f*spec_power*spec_power)));
641         if(i<0.0f) i= 0.0f;
642         
643         return i;
644 }
645
646 /* cartoon render spec */
647 static float Toon_Spec( float *n, float *l, float *v, float size, float smooth, int tangent)
648 {
649         float h[3];
650         float ang;
651         float rslt;
652         
653         h[0] = l[0] + v[0];
654         h[1] = l[1] + v[1];
655         h[2] = l[2] + v[2];
656         normalize_v3(h);
657         
658         rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
659         if(tangent) rslt = sasqrt(1.0f - rslt*rslt);
660         
661         ang = saacos( rslt ); 
662         
663         if( ang < size ) rslt = 1.0f;
664         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
665         else rslt = 1.0f - ((ang - size) / smooth);
666         
667         return rslt;
668 }
669
670 /* Ward isotropic gaussian spec */
671 static float WardIso_Spec( float *n, float *l, float *v, float rms, int tangent)
672 {
673         float i, nh, nv, nl, h[3], angle, alpha;
674
675
676         /* half-way vector */
677         h[0] = l[0] + v[0];
678         h[1] = l[1] + v[1];
679         h[2] = l[2] + v[2];
680         normalize_v3(h);
681
682         nh = n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
683         if(tangent) nh = sasqrt(1.0f - nh*nh);
684         if(nh<=0.0f) nh = 0.001f;
685         
686         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
687         if(tangent) nv = sasqrt(1.0f - nv*nv);
688         if(nv<=0.0f) nv = 0.001f;
689
690         nl = n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
691         if(tangent) nl = sasqrt(1.0f - nl*nl);
692         if(nl<=0.0f) nl = 0.001f;
693
694         angle = tan(saacos(nh));
695         alpha = MAX2(rms, 0.001f);
696
697         i= nl * (1.0f/(4.0f*M_PI*alpha*alpha)) * (exp( -(angle*angle)/(alpha*alpha))/(sqrt(nv*nl)));
698
699         return i;
700 }
701
702 /* cartoon render diffuse */
703 static float Toon_Diff( float *n, float *l, float *v, float size, float smooth )
704 {
705         float rslt, ang;
706
707         rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
708
709         ang = saacos( (double)(rslt) );
710
711         if( ang < size ) rslt = 1.0f;
712         else if( ang >= (size + smooth) || smooth == 0.0f ) rslt = 0.0f;
713         else rslt = 1.0f - ((ang - size) / smooth);
714
715         return rslt;
716 }
717
718 /* Oren Nayar diffuse */
719
720 /* 'nl' is either dot product, or return value of area light */
721 /* in latter case, only last multiplication uses 'nl' */
722 static float OrenNayar_Diff(float nl, float *n, float *l, float *v, float rough )
723 {
724         float i, nh, nv, vh, realnl, h[3];
725         float a, b, t, A, B;
726         float Lit_A, View_A, Lit_B[3], View_B[3];
727         
728         h[0]= v[0]+l[0];
729         h[1]= v[1]+l[1];
730         h[2]= v[2]+l[2];
731         normalize_v3(h);
732         
733         nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
734         if(nh<0.0f) nh = 0.0f;
735         
736         nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
737         if(nv<=0.0f) nv= 0.0f;
738         
739         realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
740         if(realnl<=0.0f) return 0.0f;
741         if(nl<0.0f) return 0.0f;                /* value from area light */
742         
743         vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and halfway vector */
744         if(vh<=0.0f) vh= 0.0f;
745         
746         Lit_A = saacos(realnl);
747         View_A = saacos( nv );
748         
749         Lit_B[0] = l[0] - (realnl * n[0]);
750         Lit_B[1] = l[1] - (realnl * n[1]);
751         Lit_B[2] = l[2] - (realnl * n[2]);
752         normalize_v3( Lit_B );
753         
754         View_B[0] = v[0] - (nv * n[0]);
755         View_B[1] = v[1] - (nv * n[1]);
756         View_B[2] = v[2] - (nv * n[2]);
757         normalize_v3( View_B );
758         
759         t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
760         if( t < 0 ) t = 0;
761         
762         if( Lit_A > View_A ) {
763                 a = Lit_A;
764                 b = View_A;
765         }
766         else {
767                 a = View_A;
768                 b = Lit_A;
769         }
770         
771         A = 1.0f - (0.5f * ((rough * rough) / ((rough * rough) + 0.33f)));
772         B = 0.45f * ((rough * rough) / ((rough * rough) + 0.09f));
773         
774         b*= 0.95f;      /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
775                                 /* overflow only happens with extreme size area light, and higher roughness */
776         i = nl * ( A + ( B * t * sin(a) * tan(b) ) );
777         
778         return i;
779 }
780
781 /* Minnaert diffuse */
782 static float Minnaert_Diff(float nl, float *n, float *v, float darkness)
783 {
784
785         float i, nv;
786
787         /* nl = dot product between surface normal and light vector */
788         if (nl <= 0.0f)
789                 return 0.0f;
790
791         /* nv = dot product between surface normal and view vector */
792         nv = n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
793         if (nv < 0.0f)
794                 nv = 0.0f;
795
796         if (darkness <= 1.0f)
797                 i = nl * pow(MAX2(nv*nl, 0.1f), (darkness - 1.0f) ); /*The Real model*/
798         else
799                 i = nl * pow( (1.001f - nv), (darkness  - 1.0f) ); /*Nvidia model*/
800
801         return i;
802 }
803
804 static float Fresnel_Diff(float *vn, float *lv, float *view, float fac_i, float fac)
805 {
806         return fresnel_fac(lv, vn, fac_i, fac);
807 }
808
809 /* --------------------------------------------- */
810 /* also called from texture.c */
811 void calc_R_ref(ShadeInput *shi)
812 {
813         float i;
814
815         /* shi->vn dot shi->view */
816         i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);
817
818         shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
819         shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
820         shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
821         if(shi->osatex) {
822                 if(shi->vlr->flag & R_SMOOTH) {
823                         i= -2*( (shi->vn[0]+shi->dxno[0])*(shi->view[0]+shi->dxview) +
824                                 (shi->vn[1]+shi->dxno[1])*shi->view[1]+ (shi->vn[2]+shi->dxno[2])*shi->view[2] );
825
826                         shi->dxref[0]= shi->ref[0]- ( shi->view[0]+shi->dxview+i*(shi->vn[0]+shi->dxno[0]));
827                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+shi->dxno[1]));
828                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dxno[2]));
829
830                         i= -2*( (shi->vn[0]+shi->dyno[0])*shi->view[0]+
831                                 (shi->vn[1]+shi->dyno[1])*(shi->view[1]+shi->dyview)+ (shi->vn[2]+shi->dyno[2])*shi->view[2] );
832
833                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+shi->dyno[0]));
834                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*(shi->vn[1]+shi->dyno[1]));
835                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+shi->dyno[2]));
836
837                 }
838                 else {
839
840                         i= -2*( shi->vn[0]*(shi->view[0]+shi->dxview) +
841                                 shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );
842
843                         shi->dxref[0]= shi->ref[0]- (shi->view[0]+shi->dxview+i*shi->vn[0]);
844                         shi->dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
845                         shi->dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
846
847                         i= -2*( shi->vn[0]*shi->view[0]+
848                                 shi->vn[1]*(shi->view[1]+shi->dyview)+ shi->vn[2]*shi->view[2] );
849
850                         shi->dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
851                         shi->dyref[1]= shi->ref[1]- (shi->view[1]+shi->dyview+i*shi->vn[1]);
852                         shi->dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
853                 }
854         }
855
856 }
857
858 /* called from ray.c */
859 void shade_color(ShadeInput *shi, ShadeResult *shr)
860 {
861         Material *ma= shi->mat;
862
863         if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
864                 shi->r= shi->vcol[0];
865                 shi->g= shi->vcol[1];
866                 shi->b= shi->vcol[2];
867                 if(ma->mode & (MA_FACETEXTURE_ALPHA))
868                         shi->alpha= shi->vcol[3];
869         }
870         
871         if(ma->texco)
872                 do_material_tex(shi);
873
874         if(ma->fresnel_tra!=0.0f) 
875                 shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
876
877         shr->diff[0]= shi->r;
878         shr->diff[1]= shi->g;
879         shr->diff[2]= shi->b;
880         shr->alpha= shi->alpha;
881 }
882
883 /* ramp for at end of shade */
884 static void ramp_diffuse_result(float *diff, ShadeInput *shi)
885 {
886         Material *ma= shi->mat;
887         float col[4], fac=0;
888
889         if(ma->ramp_col) {
890                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
891                         
892                         fac= 0.3*diff[0] + 0.58*diff[1] + 0.12*diff[2];
893                         do_colorband(ma->ramp_col, fac, col);
894                         
895                         /* blending method */
896                         fac= col[3]*ma->rampfac_col;
897                         
898                         ramp_blend(ma->rampblend_col, diff, diff+1, diff+2, fac, col);
899                 }
900         }
901 }
902
903 /* r,g,b denote energy, ramp is used with different values to make new material color */
904 static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
905 {
906         Material *ma= shi->mat;
907         float col[4], colt[3], fac=0;
908         
909         if(ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
910                 
911                 /* MA_RAMP_IN_RESULT is exceptional */
912                 if(ma->rampin_col==MA_RAMP_IN_RESULT) {
913                         // normal add
914                         diff[0] += r * shi->r;
915                         diff[1] += g * shi->g;
916                         diff[2] += b * shi->b;
917                 }
918                 else {
919                         /* input */
920                         switch(ma->rampin_col) {
921                         case MA_RAMP_IN_ENERGY:
922                                 fac= 0.3*r + 0.58*g + 0.12*b;
923                                 break;
924                         case MA_RAMP_IN_SHADER:
925                                 fac= is;
926                                 break;
927                         case MA_RAMP_IN_NOR:
928                                 fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
929                                 break;
930                         }
931         
932                         do_colorband(ma->ramp_col, fac, col);
933                         
934                         /* blending method */
935                         fac= col[3]*ma->rampfac_col;
936                         colt[0]= shi->r;
937                         colt[1]= shi->g;
938                         colt[2]= shi->b;
939
940                         ramp_blend(ma->rampblend_col, colt, colt+1, colt+2, fac, col);
941
942                         /* output to */
943                         diff[0] += r * colt[0];
944                         diff[1] += g * colt[1];
945                         diff[2] += b * colt[2];
946                 }
947         }
948         else {
949                 diff[0] += r * shi->r;
950                 diff[1] += g * shi->g;
951                 diff[2] += b * shi->b;
952         }
953 }
954
955 static void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
956 {
957         Material *ma= shi->mat;
958         float col[4];
959         float fac;
960         
961         if(ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
962                 fac= 0.3*(*specr) + 0.58*(*specg) + 0.12*(*specb);
963                 do_colorband(ma->ramp_spec, fac, col);
964                 
965                 /* blending method */
966                 fac= col[3]*ma->rampfac_spec;
967                 
968                 ramp_blend(ma->rampblend_spec, specr, specg, specb, fac, col);
969                 
970         }
971 }
972
973 /* is = dot product shade, t = spec energy */
974 static void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
975 {
976         Material *ma= shi->mat;
977         float col[4];
978         float fac=0.0f;
979         
980         spec[0]= shi->specr;
981         spec[1]= shi->specg;
982         spec[2]= shi->specb;
983
984         /* MA_RAMP_IN_RESULT is exception */
985         if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
986                 
987                 /* input */
988                 switch(ma->rampin_spec) {
989                 case MA_RAMP_IN_ENERGY:
990                         fac= t;
991                         break;
992                 case MA_RAMP_IN_SHADER:
993                         fac= is;
994                         break;
995                 case MA_RAMP_IN_NOR:
996                         fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
997                         break;
998                 }
999                 
1000                 do_colorband(ma->ramp_spec, fac, col);
1001                 
1002                 /* blending method */
1003                 fac= col[3]*ma->rampfac_spec;
1004                 
1005                 ramp_blend(ma->rampblend_spec, spec, spec+1, spec+2, fac, col);
1006         }
1007 }
1008
1009 /* pure AO, check for raytrace and world should have been done */
1010 /* preprocess, textures were not done, don't use shi->amb for that reason */
1011 void ambient_occlusion(ShadeInput *shi)
1012 {
1013         if((R.wrld.ao_gather_method == WO_AOGATHER_APPROX) && shi->mat->amb!=0.0f)
1014                 sample_occ(&R, shi);
1015         else if((R.r.mode & R_RAYTRACE) && shi->mat->amb!=0.0f)
1016                 ray_ao(shi, shi->ao);
1017         else
1018                 shi->ao[0]= shi->ao[1]= shi->ao[2]= 1.0f;
1019 }
1020
1021
1022 /* wrld mode was checked for */
1023 void ambient_occlusion_to_diffuse(ShadeInput *shi, float *diff)
1024 {
1025         if((R.r.mode & R_RAYTRACE) || R.wrld.ao_gather_method == WO_AOGATHER_APPROX) {
1026                 if(shi->amb!=0.0f) {
1027                         float f= R.wrld.aoenergy*shi->amb;
1028
1029                         if (R.wrld.aomix==WO_AOADDSUB) {
1030                                 diff[0] = 2.0f*shi->ao[0]-1.0f;
1031                                 diff[1] = 2.0f*shi->ao[1]-1.0f;
1032                                 diff[2] = 2.0f*shi->ao[2]-1.0f;
1033                         }
1034                         else if (R.wrld.aomix==WO_AOSUB) {
1035                                 diff[0] = shi->ao[0]-1.0f;
1036                                 diff[1] = shi->ao[1]-1.0f;
1037                                 diff[2] = shi->ao[2]-1.0f;
1038                         }
1039                         else {
1040                                 VECCOPY(diff, shi->ao);
1041                         }
1042                         
1043                         VECMUL(diff, f);
1044                         madd_v3_v3fl(diff, shi->indirect, R.wrld.ao_indirect_energy*shi->amb);
1045                 }
1046                 else
1047                         diff[0]= diff[1]= diff[2]= 0.0f;
1048         }
1049         else
1050                 diff[0]= diff[1]= diff[2]= 0.0f;
1051 }
1052
1053 /* result written in shadfac */
1054 void lamp_get_shadow(LampRen *lar, ShadeInput *shi, float inp, float *shadfac, int do_real)
1055 {
1056         LampShadowSubSample *lss= &(lar->shadsamp[shi->thread].s[shi->sample]);
1057         
1058         if(do_real || lss->samplenr!=shi->samplenr) {
1059                 
1060                 shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1061                 
1062                 if(lar->shb) {
1063                         if(lar->buftype==LA_SHADBUF_IRREGULAR)
1064                                 shadfac[3]= ISB_getshadow(shi, lar->shb);
1065                         else
1066                                 shadfac[3] = testshadowbuf(&R, lar->shb, shi->co, shi->dxco, shi->dyco, inp, shi->mat->lbias);
1067                 }
1068                 else if(lar->mode & LA_SHAD_RAY) {
1069                         ray_shadow(shi, lar, shadfac);
1070                 }
1071                 
1072                 if(shi->depth==0) {
1073                         QUATCOPY(lss->shadfac, shadfac);
1074                         lss->samplenr= shi->samplenr;
1075                 }
1076         }
1077         else {
1078                 QUATCOPY(shadfac, lss->shadfac);
1079         }
1080 }
1081
1082 /* lampdistance and spot angle, writes in lv and dist */
1083 float lamp_get_visibility(LampRen *lar, float *co, float *lv, float *dist)
1084 {
1085         if(lar->type==LA_SUN || lar->type==LA_HEMI) {
1086                 *dist= 1.0f;
1087                 VECCOPY(lv, lar->vec);
1088                 return 1.0f;
1089         }
1090         else {
1091                 float visifac= 1.0f, t;
1092                 
1093                 VECSUB(lv, co, lar->co);
1094                 *dist= sqrt( INPR(lv, lv));
1095                 t= 1.0f/dist[0];
1096                 VECMUL(lv, t);
1097                 
1098                 /* area type has no quad or sphere option */
1099                 if(lar->type==LA_AREA) {
1100                         /* area is single sided */
1101                         //if(INPR(lv, lar->vec) > 0.0f)
1102                         //      visifac= 1.0f;
1103                         //else
1104                         //      visifac= 0.0f;
1105                 }
1106                 else {
1107                         switch(lar->falloff_type)
1108                         {
1109                                 case LA_FALLOFF_CONSTANT:
1110                                         visifac = 1.0f;
1111                                         break;
1112                                 case LA_FALLOFF_INVLINEAR:
1113                                         visifac = lar->dist/(lar->dist + dist[0]);
1114                                         break;
1115                                 case LA_FALLOFF_INVSQUARE:
1116                                         visifac = lar->dist / (lar->dist + dist[0]*dist[0]);
1117                                         break;
1118                                 case LA_FALLOFF_SLIDERS:
1119                                         if(lar->ld1>0.0f)
1120                                                 visifac= lar->dist/(lar->dist+lar->ld1*dist[0]);
1121                                         if(lar->ld2>0.0f)
1122                                                 visifac*= lar->distkw/(lar->distkw+lar->ld2*dist[0]*dist[0]);
1123                                         break;
1124                                 case LA_FALLOFF_CURVE:
1125                                         visifac = curvemapping_evaluateF(lar->curfalloff, 0, dist[0]/lar->dist);
1126                                         break;
1127                         }
1128                         
1129                         if(lar->mode & LA_SPHERE) {
1130                                 float t= lar->dist - dist[0];
1131                                 if(t<=0.0f) 
1132                                         visifac= 0.0f;
1133                                 else
1134                                         visifac*= t/lar->dist;
1135                         }
1136                         
1137                         if(visifac > 0.0f) {
1138                                 if(lar->type==LA_SPOT) {
1139                                         float inpr;
1140                                         
1141                                         if(lar->mode & LA_SQUARE) {
1142                                                 if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0f) {
1143                                                         float lvrot[3], x;
1144                                                         
1145                                                         /* rotate view to lampspace */
1146                                                         VECCOPY(lvrot, lv);
1147                                                         mul_m3_v3(lar->imat, lvrot);
1148                                                         
1149                                                         x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
1150                                                         /* 1.0f/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */
1151                                                         
1152                                                         inpr= 1.0f/(sqrt(1.0f+x*x));
1153                                                 }
1154                                                 else inpr= 0.0f;
1155                                         }
1156                                         else {
1157                                                 inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
1158                                         }
1159                                         
1160                                         t= lar->spotsi;
1161                                         if(inpr<=t) 
1162                                                 visifac= 0.0f;
1163                                         else {
1164                                                 t= inpr-t;
1165                                                 if(t<lar->spotbl && lar->spotbl!=0.0f) {
1166                                                         /* soft area */
1167                                                         float i= t/lar->spotbl;
1168                                                         t= i*i;
1169                                                         inpr*= (3.0f*t-2.0f*t*i);
1170                                                 }
1171                                                 visifac*= inpr;
1172                                         }
1173                                 }
1174                         }
1175                 }
1176                 if (visifac <= 0.001) visifac = 0.0f;
1177                 return visifac;
1178         }
1179 }
1180
1181 /* function returns raw diff, spec and full shadowed diff in the 'shad' pass */
1182 static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int passflag)
1183 {
1184         Material *ma= shi->mat;
1185         VlakRen *vlr= shi->vlr;
1186         float lv[3], lampdist, lacol[3], shadfac[4], lashdw[3];
1187         float i, is, i_noshad, inp, *vn, *view, vnor[3], phongcorr=1.0f;
1188         float visifac;
1189         
1190         vn= shi->vn;
1191         view= shi->view;
1192         
1193         
1194         if (lar->energy == 0.0) return;
1195         /* only shadow lamps shouldn't affect shadow-less materials at all */
1196         if ((lar->mode & LA_ONLYSHADOW) && (!(ma->mode & MA_SHADOW) || !(R.r.mode & R_SHADOW)))
1197                 return;
1198         /* optimisation, don't render fully black lamps */
1199         if (!(lar->mode & LA_TEXTURE) && (lar->r + lar->g + lar->b == 0.0f))
1200                 return;
1201         
1202         /* lampdist, spot angle, area side, ... */
1203         visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1204         if(visifac==0.0f)
1205                 return;
1206         
1207         if(lar->type==LA_SPOT) {
1208                 if(lar->mode & LA_OSATEX) {
1209                         shi->osatex= 1; /* signal for multitex() */
1210                         
1211                         shi->dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dxco[0])/lampdist;
1212                         shi->dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dxco[1])/lampdist;
1213                         shi->dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dxco[2])/lampdist;
1214                         
1215                         shi->dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+shi->dyco[0])/lampdist;
1216                         shi->dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+shi->dyco[1])/lampdist;
1217                         shi->dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+shi->dyco[2])/lampdist;
1218                 }
1219         }
1220         
1221         /* lamp color texture */
1222         lacol[0]= lar->r;
1223         lacol[1]= lar->g;
1224         lacol[2]= lar->b;
1225         
1226         lashdw[0]= lar->shdwr;
1227         lashdw[1]= lar->shdwg;
1228         lashdw[2]= lar->shdwb;
1229         
1230         if(lar->mode & LA_TEXTURE)      do_lamp_tex(lar, lv, shi, lacol, LA_TEXTURE);
1231         if(lar->mode & LA_SHAD_TEX)     do_lamp_tex(lar, lv, shi, lashdw, LA_SHAD_TEX);
1232
1233                 /* tangent case; calculate fake face normal, aligned with lampvector */ 
1234                 /* note, vnor==vn is used as tangent trigger for buffer shadow */
1235         if(vlr->flag & R_TANGENT) {
1236                 float cross[3], nstrand[3], blend;
1237
1238                 if(ma->mode & MA_STR_SURFDIFF) {
1239                         cross_v3_v3v3(cross, shi->surfnor, vn);
1240                         cross_v3_v3v3(nstrand, vn, cross);
1241
1242                         blend= INPR(nstrand, shi->surfnor);
1243                         blend= 1.0f - blend;
1244                         CLAMP(blend, 0.0f, 1.0f);
1245
1246                         interp_v3_v3v3(vnor, nstrand, shi->surfnor, blend);
1247                         normalize_v3(vnor);
1248                 }
1249                 else {
1250                         cross_v3_v3v3(cross, lv, vn);
1251                         cross_v3_v3v3(vnor, cross, vn);
1252                         normalize_v3(vnor);
1253                 }
1254
1255                 if(ma->strand_surfnor > 0.0f) {
1256                         if(ma->strand_surfnor > shi->surfdist) {
1257                                 blend= (ma->strand_surfnor - shi->surfdist)/ma->strand_surfnor;
1258                                 interp_v3_v3v3(vnor, vnor, shi->surfnor, blend);
1259                                 normalize_v3(vnor);
1260                         }
1261                 }
1262
1263                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1264                 vn= vnor;
1265         }
1266         else if (ma->mode & MA_TANGENT_V) {
1267                 float cross[3];
1268                 cross_v3_v3v3(cross, lv, shi->tang);
1269                 cross_v3_v3v3(vnor, cross, shi->tang);
1270                 normalize_v3(vnor);
1271                 vnor[0]= -vnor[0];vnor[1]= -vnor[1];vnor[2]= -vnor[2];
1272                 vn= vnor;
1273         }
1274         
1275         /* dot product and reflectivity */
1276         /* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
1277         inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
1278         
1279         /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
1280         /* this complex construction screams for a nicer implementation! (ton) */
1281         if(R.r.mode & R_SHADOW) {
1282                 if(ma->mode & MA_SHADOW) {
1283                         if(lar->type==LA_HEMI || lar->type==LA_AREA);
1284                         else if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
1285                                 float thresh= shi->obr->ob->smoothresh;
1286                                 if(inp>thresh)
1287                                         phongcorr= (inp-thresh)/(inp*(1.0f-thresh));
1288                                 else
1289                                         phongcorr= 0.0f;
1290                         }
1291                         else if(ma->sbias!=0.0f && ((lar->mode & LA_SHAD_RAY) || lar->shb)) {
1292                                 if(inp>ma->sbias)
1293                                         phongcorr= (inp-ma->sbias)/(inp*(1.0f-ma->sbias));
1294                                 else
1295                                         phongcorr= 0.0f;
1296                         }
1297                 }
1298         }
1299         
1300         /* diffuse shaders */
1301         if(lar->mode & LA_NO_DIFF) {
1302                 is= 0.0f;       // skip shaders
1303         }
1304         else if(lar->type==LA_HEMI) {
1305                 is= 0.5f*inp + 0.5f;
1306         }
1307         else {
1308                 
1309                 if(lar->type==LA_AREA)
1310                         inp= area_lamp_energy_multisample(lar, shi->co, vn);
1311                 
1312                 /* diffuse shaders (oren nayer gets inp from area light) */
1313                 if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff(inp, vn, lv, view, ma->roughness);
1314                 else if(ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1315                 else if(ma->diff_shader==MA_DIFF_MINNAERT) is= Minnaert_Diff(inp, vn, view, ma->darkness);
1316                 else if(ma->diff_shader==MA_DIFF_FRESNEL) is= Fresnel_Diff(vn, lv, view, ma->param[0], ma->param[1]);
1317                 else is= inp;   // Lambert
1318         }
1319         
1320         /* 'is' is diffuse */
1321         if((ma->shade_flag & MA_CUBIC) && is>0.0f && is<1.0f)
1322                 is= 3.0*is*is - 2.0*is*is*is;   // nicer termination of shades
1323
1324         i= is*phongcorr;
1325         
1326         if(i>0.0f) {
1327                 i*= visifac*shi->refl;
1328         }
1329         i_noshad= i;
1330         
1331         vn= shi->vn;    // bring back original vector, we use special specular shaders for tangent
1332         if(ma->mode & MA_TANGENT_V)
1333                 vn= shi->tang;
1334         
1335         /* init transp shadow */
1336         shadfac[0]= shadfac[1]= shadfac[2]= shadfac[3]= 1.0f;
1337         
1338         /* shadow and spec, (visifac==0 outside spot) */
1339         if(visifac> 0.0f) {
1340                 
1341                 if((R.r.mode & R_SHADOW)) {
1342                         if(ma->mode & MA_SHADOW) {
1343                                 if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1344                                         
1345                                         if(vn==vnor)    /* tangent trigger */
1346                                                 lamp_get_shadow(lar, shi, INPR(shi->vn, lv), shadfac, shi->depth);
1347                                         else
1348                                                 lamp_get_shadow(lar, shi, inp, shadfac, shi->depth);
1349                                                 
1350                                         /* warning, here it skips the loop */
1351                                         if((lar->mode & LA_ONLYSHADOW) && i>0.0) {
1352                                                 
1353                                                 shadfac[3]= i*lar->energy*(1.0f-shadfac[3]);
1354                                                 shr->shad[0] -= shadfac[3]*shi->r*(1.0f-lashdw[0]);
1355                                                 shr->shad[1] -= shadfac[3]*shi->g*(1.0f-lashdw[1]);
1356                                                 shr->shad[2] -= shadfac[3]*shi->b*(1.0f-lashdw[2]);
1357                                                 
1358                                                 shr->spec[0] -= shadfac[3]*shi->specr*(1.0f-lashdw[0]);
1359                                                 shr->spec[1] -= shadfac[3]*shi->specg*(1.0f-lashdw[1]);
1360                                                 shr->spec[2] -= shadfac[3]*shi->specb*(1.0f-lashdw[2]);
1361                                                 
1362                                                 return;
1363                                         }
1364                                         
1365                                         i*= shadfac[3];
1366                                 }
1367                         }
1368                 }
1369                 
1370                 /* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
1371                 if(!(lar->mode & LA_NO_DIFF)) {
1372                         if(i>0.0f) {
1373                                 if(ma->mode & MA_SHADOW_TRA)
1374                                         add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
1375                                 else
1376                                         add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
1377                         }
1378                         /* add light for colored shadow */
1379                         if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
1380                                 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]);
1381                         }
1382                         if(i_noshad>0.0f) {
1383                                 if(passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW)) {
1384                                         if(ma->mode & MA_SHADOW_TRA)
1385                                                 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]);
1386                                         else
1387                                                 add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
1388                                 }
1389                                 else
1390                                         VECCOPY(shr->diff, shr->shad);
1391                         }
1392                 }
1393                 
1394                 /* specularity */
1395                 shadfac[3]*= phongcorr; /* note, shadfac not allowed to be stored nonlocal */
1396                 
1397                 if(shadfac[3]>0.0f && shi->spec!=0.0f && !(lar->mode & LA_NO_SPEC) && !(lar->mode & LA_ONLYSHADOW)) {
1398                         
1399                         if(!(passflag & (SCE_PASS_COMBINED|SCE_PASS_SPEC)));
1400                         else if(lar->type==LA_HEMI) {
1401                                 float t;
1402                                 /* hemi uses no spec shaders (yet) */
1403                                 
1404                                 lv[0]+= view[0];
1405                                 lv[1]+= view[1];
1406                                 lv[2]+= view[2];
1407                                 
1408                                 normalize_v3(lv);
1409                                 
1410                                 t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
1411                                 
1412                                 if(lar->type==LA_HEMI) {
1413                                         t= 0.5*t+0.5;
1414                                 }
1415                                 
1416                                 t= shadfac[3]*shi->spec*spec(t, shi->har);
1417                                 
1418                                 shr->spec[0]+= t*(lacol[0] * shi->specr);
1419                                 shr->spec[1]+= t*(lacol[1] * shi->specg);
1420                                 shr->spec[2]+= t*(lacol[2] * shi->specb);
1421                         }
1422                         else {
1423                                 /* specular shaders */
1424                                 float specfac, t;
1425                                 
1426                                 if(ma->spec_shader==MA_SPEC_PHONG) 
1427                                         specfac= Phong_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1428                                 else if(ma->spec_shader==MA_SPEC_COOKTORR) 
1429                                         specfac= CookTorr_Spec(vn, lv, view, shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1430                                 else if(ma->spec_shader==MA_SPEC_BLINN) 
1431                                         specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)shi->har, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1432                                 else if(ma->spec_shader==MA_SPEC_WARDISO)
1433                                         specfac= WardIso_Spec( vn, lv, view, ma->rms, (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1434                                 else 
1435                                         specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3], (vlr->flag & R_TANGENT) || (ma->mode & MA_TANGENT_V));
1436                                 
1437                                 /* area lamp correction */
1438                                 if(lar->type==LA_AREA) specfac*= inp;
1439                                 
1440                                 t= shadfac[3]*shi->spec*visifac*specfac;
1441                                 
1442                                 if(ma->mode & MA_RAMP_SPEC) {
1443                                         float spec[3];
1444                                         do_specular_ramp(shi, specfac, t, spec);
1445                                         shr->spec[0]+= t*(lacol[0] * spec[0]);
1446                                         shr->spec[1]+= t*(lacol[1] * spec[1]);
1447                                         shr->spec[2]+= t*(lacol[2] * spec[2]);
1448                                 }
1449                                 else {
1450                                         shr->spec[0]+= t*(lacol[0] * shi->specr);
1451                                         shr->spec[1]+= t*(lacol[1] * shi->specg);
1452                                         shr->spec[2]+= t*(lacol[2] * shi->specb);
1453                                 }
1454                         }
1455                 }
1456         }
1457 }
1458
1459 static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
1460 {
1461         
1462         if(R.r.mode & R_SHADOW) {
1463                 ListBase *lights;
1464                 LampRen *lar;
1465                 GroupObject *go;
1466                 float inpr, lv[3];
1467                 float *view, shadfac[4];
1468                 float ir, accum, visifac, lampdist;
1469                 
1470
1471                 view= shi->view;
1472
1473                 accum= ir= 0.0f;
1474                 
1475                 lights= get_lights(shi);
1476                 for(go=lights->first; go; go= go->next) {
1477                         lar= go->lampren;
1478                         if(lar==NULL) continue;
1479                         
1480                         /* yafray: ignore shading by photonlights, not used in Blender */
1481                         if (lar->type==LA_YF_PHOTON) continue;
1482                         
1483                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1484                         if((lar->lay & shi->lay)==0) continue;
1485                         
1486                         if(lar->shb || (lar->mode & LA_SHAD_RAY)) {
1487                                 visifac= lamp_get_visibility(lar, shi->co, lv, &lampdist);
1488                                 if(visifac <= 0.0f) {
1489                                         ir+= 1.0f;
1490                                         accum+= 1.0f;
1491                                         continue;
1492                                 }
1493                                 inpr= INPR(shi->vn, lv);
1494                                 if(inpr <= 0.0f) {
1495                                         ir+= 1.0f;
1496                                         accum+= 1.0f;
1497                                         continue;
1498                                 }                               
1499                                 lamp_get_shadow(lar, shi, inpr, shadfac, shi->depth);
1500
1501                                 ir+= 1.0f;
1502                                 accum+= (1.0f-visifac) + (visifac)*shadfac[3];
1503                         }
1504                 }
1505                 if(ir>0.0f) {
1506                         accum/= ir;
1507                         shr->alpha= (shi->mat->alpha)*(1.0f-accum);
1508                 }
1509                 else shr->alpha= shi->mat->alpha;
1510         }
1511         
1512         /* quite disputable this...  also note it doesn't mirror-raytrace */    
1513         if((R.wrld.mode & WO_AMB_OCC) && shi->amb!=0.0f) {
1514                 float f;
1515                 
1516                 f= 1.0f - shi->ao[0];
1517                 f= R.wrld.aoenergy*f*shi->amb;
1518                 
1519                 if(R.wrld.aomix==WO_AOADD) {
1520                         shr->alpha += f;
1521                         shr->alpha *= f;
1522                 }
1523                 else if(R.wrld.aomix==WO_AOSUB) {
1524                         shr->alpha += f;
1525                 }
1526                 else {
1527                         shr->alpha *= f;
1528                         shr->alpha += f;
1529                 }
1530         }
1531 }
1532
1533 /* let's map negative light as if it mirrors positive light, otherwise negative values disappear */
1534 static void wrld_exposure_correct(float *diff)
1535 {
1536         
1537         diff[0]= R.wrld.linfac*(1.0f-exp( diff[0]*R.wrld.logfac) );
1538         diff[1]= R.wrld.linfac*(1.0f-exp( diff[1]*R.wrld.logfac) );
1539         diff[2]= R.wrld.linfac*(1.0f-exp( diff[2]*R.wrld.logfac) );
1540 }
1541
1542 void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
1543 {
1544         Material *ma= shi->mat;
1545         int passflag= shi->passflag;
1546         
1547         memset(shr, 0, sizeof(ShadeResult));
1548         
1549         /* separate loop */
1550         if(ma->mode & MA_ONLYSHADOW) {
1551                 shade_lamp_loop_only_shadow(shi, shr);
1552                 return;
1553         }
1554         
1555         /* envmap hack, always reset */
1556         shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0f;
1557         
1558         /* material color itself */
1559         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_RGBA)) {
1560                 if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
1561                         shi->r= shi->vcol[0];
1562                         shi->g= shi->vcol[1];
1563                         shi->b= shi->vcol[2];
1564                         if(ma->mode & (MA_FACETEXTURE_ALPHA))
1565                                 shi->alpha= shi->vcol[3];
1566                 }
1567                 if(ma->texco)
1568                         do_material_tex(shi);
1569                 
1570                 shr->col[0]= shi->r*shi->alpha;
1571                 shr->col[1]= shi->g*shi->alpha;
1572                 shr->col[2]= shi->b*shi->alpha;
1573                 shr->col[3]= shi->alpha;
1574
1575                 if((ma->sss_flag & MA_DIFF_SSS) && !sss_pass_done(&R, ma)) {
1576                         if(ma->sss_texfac == 0.0f) {
1577                                 shi->r= shi->g= shi->b= shi->alpha= 1.0f;
1578                                 shr->col[0]= shr->col[1]= shr->col[2]= shr->col[3]= 1.0f;
1579                         }
1580                         else {
1581                                 shi->r= pow(shi->r, ma->sss_texfac);
1582                                 shi->g= pow(shi->g, ma->sss_texfac);
1583                                 shi->b= pow(shi->b, ma->sss_texfac);
1584                                 shi->alpha= pow(shi->alpha, ma->sss_texfac);
1585                                 
1586                                 shr->col[0]= pow(shr->col[0], ma->sss_texfac);
1587                                 shr->col[1]= pow(shr->col[1], ma->sss_texfac);
1588                                 shr->col[2]= pow(shr->col[2], ma->sss_texfac);
1589                                 shr->col[3]= pow(shr->col[3], ma->sss_texfac);
1590                         }
1591                 }
1592         }
1593         
1594         if(ma->mode & MA_SHLESS) {
1595                 shr->combined[0]= shi->r;
1596                 shr->combined[1]= shi->g;
1597                 shr->combined[2]= shi->b;
1598                 shr->alpha= shi->alpha;
1599                 return;
1600         }
1601
1602         if( (ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))== MA_VERTEXCOL ) {        // vertexcolor light
1603                 shr->diff[0]= shi->r*(shi->emit+shi->vcol[0]);
1604                 shr->diff[1]= shi->g*(shi->emit+shi->vcol[1]);
1605                 shr->diff[2]= shi->b*(shi->emit+shi->vcol[2]);
1606         }
1607         else {
1608                 shr->diff[0]= shi->r*shi->emit;
1609                 shr->diff[1]= shi->g*shi->emit;
1610                 shr->diff[2]= shi->b*shi->emit;
1611         }
1612         VECCOPY(shr->shad, shr->diff);
1613         
1614         /* AO pass */
1615         if(R.wrld.mode & WO_AMB_OCC) {
1616                 if(((passflag & SCE_PASS_COMBINED) && (shi->combinedflag & SCE_PASS_AO))
1617                         || (passflag & SCE_PASS_AO)) {
1618                         /* AO was calculated for scanline already */
1619                         if(shi->depth)
1620                                 ambient_occlusion(shi);
1621                         VECCOPY(shr->ao, shi->ao);
1622                 }
1623         }
1624         
1625         /* lighting pass */
1626         if(passflag & (SCE_PASS_COMBINED|SCE_PASS_DIFFUSE|SCE_PASS_SPEC|SCE_PASS_SHADOW)) {
1627                 GroupObject *go;
1628                 ListBase *lights;
1629                 LampRen *lar;
1630                 
1631                 lights= get_lights(shi);
1632                 for(go=lights->first; go; go= go->next) {
1633                         lar= go->lampren;
1634                         if(lar==NULL) continue;
1635                         
1636                         /* yafray: ignore shading by photonlights, not used in Blender */
1637                         if (lar->type==LA_YF_PHOTON) continue;
1638                         
1639                         /* test for lamp layer */
1640                         if(lar->mode & LA_LAYER) if((lar->lay & shi->obi->lay)==0) continue;
1641                         if((lar->lay & shi->lay)==0) continue;
1642                         
1643                         /* accumulates in shr->diff and shr->spec and shr->shad (diffuse with shadow!) */
1644                         shade_one_light(lar, shi, shr, passflag);
1645                 }
1646
1647                 /*this check is to prevent only shadow lamps from producing negative
1648                   colors.*/
1649                 if (shr->spec[0] < 0) shr->spec[0] = 0;
1650                 if (shr->spec[1] < 0) shr->spec[1] = 0;
1651                 if (shr->spec[2] < 0) shr->spec[2] = 0;
1652
1653                 if (shr->shad[0] < 0) shr->shad[0] = 0;
1654                 if (shr->shad[1] < 0) shr->shad[1] = 0;
1655                 if (shr->shad[2] < 0) shr->shad[2] = 0;
1656                                                 
1657                 if(ma->sss_flag & MA_DIFF_SSS) {
1658                         float sss[3], col[3], invalpha, texfac= ma->sss_texfac;
1659
1660                         /* this will return false in the preprocess stage */
1661                         if(sample_sss(&R, ma, shi->co, sss)) {
1662                                 invalpha= (shr->col[3] > FLT_EPSILON)? 1.0f/shr->col[3]: 1.0f;
1663
1664                                 if(texfac==0.0f) {
1665                                         VECCOPY(col, shr->col);
1666                                         mul_v3_fl(col, invalpha);
1667                                 }
1668                                 else if(texfac==1.0f) {
1669                                         col[0]= col[1]= col[2]= 1.0f;
1670                                         mul_v3_fl(col, invalpha);
1671                                 }
1672                                 else {
1673                                         VECCOPY(col, shr->col);
1674                                         mul_v3_fl(col, invalpha);
1675                                         col[0]= pow(col[0], 1.0f-texfac);
1676                                         col[1]= pow(col[1], 1.0f-texfac);
1677                                         col[2]= pow(col[2], 1.0f-texfac);
1678                                 }
1679
1680                                 shr->diff[0]= sss[0]*col[0];
1681                                 shr->diff[1]= sss[1]*col[1];
1682                                 shr->diff[2]= sss[2]*col[2];
1683
1684                                 if(shi->combinedflag & SCE_PASS_SHADOW) {
1685                                         shr->shad[0]= shr->diff[0];
1686                                         shr->shad[1]= shr->diff[1];
1687                                         shr->shad[2]= shr->diff[2];
1688                                 }
1689                         }
1690                 }
1691                 
1692                 if(shi->combinedflag & SCE_PASS_SHADOW) 
1693                         VECCOPY(shr->combined, shr->shad)       /* note, no ';' ! */
1694                 else
1695                         VECCOPY(shr->combined, shr->diff);
1696                         
1697                 /* calculate shadow pass, we use a multiplication mask */
1698                 if(passflag & SCE_PASS_SHADOW) {
1699                         if(shr->diff[0]!=0.0f) shr->shad[0]= shr->shad[0]/shr->diff[0];
1700                         if(shr->diff[1]!=0.0f) shr->shad[1]= shr->shad[1]/shr->diff[1];
1701                         if(shr->diff[2]!=0.0f) shr->shad[2]= shr->shad[2]/shr->diff[2];
1702                 }
1703                 
1704                 /* exposure correction */
1705                 if((R.wrld.exp!=0.0f || R.wrld.range!=1.0f) && !R.sss_points) {
1706                         wrld_exposure_correct(shr->combined);   /* has no spec! */
1707                         wrld_exposure_correct(shr->spec);
1708                 }
1709         }
1710         
1711         /* alpha in end, spec can influence it */
1712         if(passflag & (SCE_PASS_COMBINED)) {
1713                 if(ma->fresnel_tra!=0.0f) 
1714                         shi->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
1715                         
1716                 /* note: shi->mode! */
1717                 if(shi->mode & MA_TRANSP) {
1718                         if(shi->spectra!=0.0f) {
1719                                 float t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
1720                                 t *= shi->spectra;
1721                                 if(t>1.0f) t= 1.0f;
1722                                 shi->alpha= (1.0f-t)*shi->alpha+t;
1723                         }
1724                 }
1725         }
1726         shr->alpha= shi->alpha;
1727         
1728         /* from now stuff everything in shr->combined: ambient, AO, radio, ramps, exposure */
1729         if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1730                 shr->combined[0]+= shi->ambr;
1731                 shr->combined[1]+= shi->ambg;
1732                 shr->combined[2]+= shi->ambb;
1733
1734                 /* removed
1735                 if(shi->combinedflag & SCE_PASS_RADIO) {
1736                         shr->combined[0]+= shi->r*shi->amb*shi->rad[0];
1737                         shr->combined[1]+= shi->g*shi->amb*shi->rad[1];
1738                         shr->combined[2]+= shi->b*shi->amb*shi->rad[2];
1739                 }*/
1740                 
1741                 /* add AO in combined? */
1742                 if(R.wrld.mode & WO_AMB_OCC) {
1743                         if(shi->combinedflag & SCE_PASS_AO) {
1744                                 float aodiff[3];
1745                                 ambient_occlusion_to_diffuse(shi, aodiff);
1746                                 
1747                                 shr->combined[0] += shi->r*aodiff[0];
1748                                 shr->combined[1] += shi->g*aodiff[1];
1749                                 shr->combined[2] += shi->b*aodiff[2];
1750                                 
1751                                 if (shr->combined[0] < 0.f) shr->combined[0]= 0.f;
1752                                 if (shr->combined[1] < 0.f) shr->combined[1]= 0.f;
1753                                 if (shr->combined[2] < 0.f) shr->combined[2]= 0.f;
1754                         }
1755                 }
1756                 
1757                 if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->combined, shi);
1758         }
1759
1760         if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
1761         
1762         /* refcol is for envmap only */
1763         if(shi->refcol[0]!=0.0f) {
1764                 float result[3];
1765                 
1766                 result[0]= shi->mirr*shi->refcol[1] + (1.0f - shi->mirr*shi->refcol[0])*shr->combined[0];
1767                 result[1]= shi->mirg*shi->refcol[2] + (1.0f - shi->mirg*shi->refcol[0])*shr->combined[1];
1768                 result[2]= shi->mirb*shi->refcol[3] + (1.0f - shi->mirb*shi->refcol[0])*shr->combined[2];
1769                 
1770                 if(passflag & SCE_PASS_REFLECT)
1771                         VECSUB(shr->refl, result, shr->combined);
1772                 
1773                 if(shi->combinedflag & SCE_PASS_REFLECT)
1774                         VECCOPY(shr->combined, result);
1775                         
1776         }
1777         
1778         /* and add spec */
1779         if(shi->combinedflag & SCE_PASS_SPEC)
1780                 VECADD(shr->combined, shr->combined, shr->spec);
1781
1782         /* modulate by the object color */
1783         if((ma->shade_flag & MA_OBCOLOR) && shi->obr->ob) {
1784                 if(!(ma->sss_flag & MA_DIFF_SSS) || !sss_pass_done(&R, ma)) {
1785                         float obcol[4];
1786
1787                         QUATCOPY(obcol, shi->obr->ob->col);
1788                         CLAMP(obcol[3], 0.0f, 1.0f);
1789
1790                         shr->combined[0] *= obcol[0];
1791                         shr->combined[1] *= obcol[1];
1792                         shr->combined[2] *= obcol[2];
1793                         shr->alpha *= obcol[3];
1794                 }
1795         }
1796
1797         shr->combined[3]= shr->alpha;
1798 }
1799