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