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