svn merge -r37276:38555 https://svn.blender.org/svnroot/bf-blender/trunk/blender .
[blender.git] / source / blender / render / intern / source / shadeinput.c
1 /*
2 * $Id$
3  *
4  * ***** BEGIN GPL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software Foundation,
18  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
19  *
20  * The Original Code is Copyright (C) 2006 Blender Foundation
21  * All rights reserved.
22  *
23  * Contributors: Hos, Robert Wenzlaff.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/render/intern/source/shadeinput.c
29  *  \ingroup render
30  */
31
32
33 #include <stdio.h>
34 #include <math.h>
35 #include <string.h>
36
37
38 #include "BLI_math.h"
39 #include "BLI_blenlib.h"
40 #include "BLI_utildefines.h"
41
42 #include "DNA_curve_types.h"
43 #include "DNA_group_types.h"
44 #include "DNA_lamp_types.h"
45 #include "DNA_meshdata_types.h"
46 #include "DNA_material_types.h"
47
48 #include "BKE_colortools.h"
49
50 #include "BKE_node.h"
51
52 /* local include */
53 #include "raycounter.h"
54 #include "renderpipeline.h"
55 #include "render_types.h"
56 #include "renderdatabase.h"
57 #include "rendercore.h"
58 #include "shadbuf.h"
59 #include "shading.h"
60 #include "strand.h"
61 #include "texture.h"
62 #include "volumetric.h"
63 #include "zbuf.h"
64
65 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
66 /* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
67 /* only to be used here in this file, it's for speed */
68 extern struct Render R;
69 /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
70
71
72 #define VECADDISFAC(v1,v3,fac) {*(v1)+= *(v3)*(fac); *(v1+1)+= *(v3+1)*(fac); *(v1+2)+= *(v3+2)*(fac);}
73
74
75
76 /* Shade Sample order:
77
78 - shade_samples_fill_with_ps()
79         - for each sample
80                 - shade_input_set_triangle()  <- if prev sample-face is same, use shade_input_copy_triangle()
81                 - if vlr
82                         - shade_input_set_viewco()    <- not for ray or bake
83                         - shade_input_set_uv()        <- not for ray or bake
84                         - shade_input_set_normals()
85 - shade_samples()
86         - if AO
87                 - shade_samples_do_AO()
88         - if shading happens
89                 - for each sample
90                         - shade_input_set_shade_texco()
91                         - shade_samples_do_shade()
92 - OSA: distribute sample result with filter masking
93
94         */
95
96 /* initialise material variables in shadeinput, 
97  * doing inverse gamma correction where applicable */
98 void shade_input_init_material(ShadeInput *shi)
99 {
100         /* note, keep this synced with render_types.h */
101         memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
102         shi->har= shi->mat->har;
103 }
104
105 /* also used as callback for nodes */
106 /* delivers a fully filled in ShadeResult, for all passes */
107 void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
108 {
109
110         shade_lamp_loop(shi, shr);      /* clears shr */
111         
112         if(shi->translucency!=0.0f) {
113                 ShadeResult shr_t;
114                 float fac= shi->translucency;
115                 
116                 shade_input_init_material(shi);
117
118                 VECCOPY(shi->vn, shi->vno);
119                 VECMUL(shi->vn, -1.0f);
120                 VECMUL(shi->facenor, -1.0f);
121                 shi->depth++;   /* hack to get real shadow now */
122                 shade_lamp_loop(shi, &shr_t);
123                 shi->depth--;
124
125                 /* a couple of passes */
126                 VECADDISFAC(shr->combined, shr_t.combined, fac);
127                 if(shi->passflag & SCE_PASS_SPEC)
128                         VECADDISFAC(shr->spec, shr_t.spec, fac);
129                 if(shi->passflag & SCE_PASS_DIFFUSE)
130                         VECADDISFAC(shr->diff, shr_t.diff, fac);
131                 if(shi->passflag & SCE_PASS_SHADOW)
132                         VECADDISFAC(shr->shad, shr_t.shad, fac);
133
134                 VECMUL(shi->vn, -1.0f);
135                 VECMUL(shi->facenor, -1.0f);
136         }
137         
138         /* depth >= 1 when ray-shading */
139         if(shi->depth==0 || shi->volume_depth > 0) {
140                 if(R.r.mode & R_RAYTRACE) {
141                         if(shi->ray_mirror!=0.0f || ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha!=1.0f)) {
142                                 /* ray trace works on combined, but gives pass info */
143                                 ray_trace(shi, shr);
144                         }
145                 }
146                 /* disable adding of sky for raytransp */
147                 if((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP))
148                         if((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode==R_ADDSKY))
149                                 shr->alpha= 1.0f;
150         }
151         
152         if(R.r.mode & R_RAYTRACE) {
153                 if (R.render_volumes_inside.first)
154                         shade_volume_inside(shi, shr);
155         }
156 }
157
158
159 /* do a shade, finish up some passes, apply mist */
160 void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
161 {
162         float alpha;
163         
164         /* ------  main shading loop -------- */
165 #ifdef RE_RAYCOUNTER
166         memset(&shi->raycounter, 0, sizeof(shi->raycounter));
167 #endif
168         
169         if(shi->mat->nodetree && shi->mat->use_nodes) {
170                 ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
171         }
172         else {
173                 /* copy all relevant material vars, note, keep this synced with render_types.h */
174                 shade_input_init_material(shi);
175                 
176                 if (shi->mat->material_type == MA_TYPE_VOLUME) {
177                         if(R.r.mode & R_RAYTRACE) {
178                                 shade_volume_outside(shi, shr);
179                         }
180                 } else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */
181                         shade_material_loop(shi, shr);
182                 }
183         }
184         
185         /* copy additional passes */
186         if(shi->passflag & (SCE_PASS_VECTOR|SCE_PASS_NORMAL)) {
187                 QUATCOPY(shr->winspeed, shi->winspeed);
188                 VECCOPY(shr->nor, shi->vn);
189         }
190         
191         /* MIST */
192         if((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0))  {
193                 if(R.r.mode & R_ORTHO)
194                         shr->mist= mistfactor(-shi->co[2], shi->co);
195                 else
196                         shr->mist= mistfactor(len_v3(shi->co), shi->co);
197         }
198         else shr->mist= 0.0f;
199         
200         if((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0 ) {
201                 alpha= shr->mist;
202         }
203         else alpha= 1.0f;
204         
205         /* add mist and premul color */
206         if(shr->alpha!=1.0f || alpha!=1.0f) {
207                 float fac= alpha*(shr->alpha);
208                 shr->combined[3]= fac;
209                 
210                 if (shi->mat->material_type!= MA_TYPE_VOLUME)
211                         mul_v3_fl(shr->combined, fac);
212         }
213         else
214                 shr->combined[3]= 1.0f;
215         
216         /* add z */
217         shr->z= -shi->co[2];
218         
219         /* RAYHITS */
220 /*
221         if(1 || shi->passflag & SCE_PASS_RAYHITS)
222         {
223                 shr->rayhits[0] = (float)shi->raycounter.faces.test;
224                 shr->rayhits[1] = (float)shi->raycounter.bb.hit;
225                 shr->rayhits[2] = 0.0;
226                 shr->rayhits[3] = 1.0;
227         }
228  */
229         RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
230 }
231
232 /* **************************************************************************** */
233 /*                    ShadeInput                                                */
234 /* **************************************************************************** */
235
236
237 void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3)
238 {
239         /* to prevent storing new tfaces or vcols, we check a split runtime */
240         /*              4---3           4---3 */
241         /*              |\ 1|   or  |1 /| */
242         /*              |0\ |           |/ 0| */
243         /*              1---2           1---2   0 = orig face, 1 = new face */
244         
245         /* Update vert nums to point to correct verts of original face */
246         if(vlr->flag & R_DIVIDE_24) {  
247                 if(vlr->flag & R_FACE_SPLIT) {
248                         (*i1)++; (*i2)++; (*i3)++;
249                 }
250                 else {
251                         (*i3)++;
252                 }
253         }
254         else if(vlr->flag & R_FACE_SPLIT) {
255                 (*i2)++; (*i3)++; 
256         }
257 }
258
259 /* copy data from face to ShadeInput, general case */
260 /* indices 0 1 2 3 only */
261 void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen *vlr, short i1, short i2, short i3)
262 {
263         VertRen **vpp= &vlr->v1;
264         
265         shi->vlr= vlr;
266         shi->obi= obi;
267         shi->obr= obi->obr;
268
269         shi->v1= vpp[i1];
270         shi->v2= vpp[i2];
271         shi->v3= vpp[i3];
272         
273         shi->i1= i1;
274         shi->i2= i2;
275         shi->i3= i3;
276         
277         /* note, shi->mat is set in node shaders */
278         shi->mat= shi->mat_override?shi->mat_override:vlr->mat;
279         
280         shi->osatex= (shi->mat->texco & TEXCO_OSA);
281         shi->mode= shi->mat->mode_l;            /* or-ed result for all nodes */
282
283         /* facenormal copy, can get flipped */
284         shi->flippednor= 0;
285         RE_vlakren_get_normal(&R, obi, vlr, shi->facenor);
286         
287         /* calculate vertexnormals */
288         if(vlr->flag & R_SMOOTH) {
289                 VECCOPY(shi->n1, shi->v1->n);
290                 VECCOPY(shi->n2, shi->v2->n);
291                 VECCOPY(shi->n3, shi->v3->n);
292
293                 if(obi->flag & R_TRANSFORMED) {
294                         mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1);
295                         mul_m3_v3(obi->nmat, shi->n2); normalize_v3(shi->n2);
296                         mul_m3_v3(obi->nmat, shi->n3); normalize_v3(shi->n3);
297                 }
298         }
299 }
300
301 /* note, facenr declared volatile due to over-eager -O2 optimizations
302  * on cygwin (particularly -frerun-cse-after-loop)
303  */
304
305 /* copy data from face to ShadeInput, scanline case */
306 void shade_input_set_triangle(ShadeInput *shi, volatile int obi, volatile int facenr, int UNUSED(normal_flip))
307 {
308         if(facenr>0) {
309                 shi->obi= &R.objectinstance[obi];
310                 shi->obr= shi->obi->obr;
311                 shi->facenr= (facenr-1) & RE_QUAD_MASK;
312                 if( shi->facenr < shi->obr->totvlak ) {
313                         VlakRen *vlr= RE_findOrAddVlak(shi->obr, shi->facenr);
314                         
315                         if(facenr & RE_QUAD_OFFS)
316                                 shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 2, 3);
317                         else
318                                 shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 1, 2);
319                 }
320                 else
321                         shi->vlr= NULL; /* general signal we got sky */
322         }
323         else
324                 shi->vlr= NULL; /* general signal we got sky */
325 }
326
327 /* full osa case: copy static info */
328 void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from)
329 {
330         /* not so nice, but works... warning is in RE_shader_ext.h */
331         memcpy(shi, from, sizeof(struct ShadeInputCopy));
332 }
333
334 /* copy data from strand to shadeinput */
335 void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint)
336 {
337         /* note, shi->mat is set in node shaders */
338         shi->mat= shi->mat_override? shi->mat_override: strand->buffer->ma;
339         
340         shi->osatex= (shi->mat->texco & TEXCO_OSA);
341         shi->mode= shi->mat->mode_l;            /* or-ed result for all nodes */
342
343         /* shade_input_set_viewco equivalent */
344         VECCOPY(shi->co, spoint->co);
345         VECCOPY(shi->view, shi->co);
346         normalize_v3(shi->view);
347
348         shi->xs= (int)spoint->x;
349         shi->ys= (int)spoint->y;
350
351         if(shi->osatex || (R.r.mode & R_SHADOW)) {
352                 VECCOPY(shi->dxco, spoint->dtco);
353                 VECCOPY(shi->dyco, spoint->dsco);
354         }
355
356         /* dxview, dyview, not supported */
357
358         /* facenormal, simply viewco flipped */
359         VECCOPY(shi->facenor, spoint->nor);
360
361         /* shade_input_set_normals equivalent */
362         if(shi->mat->mode & MA_TANGENT_STR) {
363                 VECCOPY(shi->vn, spoint->tan)
364         }
365         else {
366                 float cross[3];
367
368                 cross_v3_v3v3(cross, spoint->co, spoint->tan);
369                 cross_v3_v3v3(shi->vn, cross, spoint->tan);
370                 normalize_v3(shi->vn);
371
372                 if(INPR(shi->vn, shi->view) < 0.0f)
373                         negate_v3(shi->vn);
374         }
375
376         VECCOPY(shi->vno, shi->vn);
377 }
378
379 void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint)
380 {
381         StrandBuffer *strandbuf= strand->buffer;
382         ObjectRen *obr= strandbuf->obr;
383         StrandVert *sv;
384         int mode= shi->mode;            /* or-ed result for all nodes */
385         short texco= shi->mat->texco;
386
387         if((shi->mat->texco & TEXCO_REFL)) {
388                 /* shi->dxview, shi->dyview, not supported */
389         }
390
391         if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL))) {
392                 /* not supported */
393         }
394
395         if(mode & (MA_TANGENT_V|MA_NORMAP_TANG)) {
396                 VECCOPY(shi->tang, spoint->tan);
397                 VECCOPY(shi->nmaptang, spoint->tan);
398         }
399
400         if(mode & MA_STR_SURFDIFF) {
401                 float *surfnor= RE_strandren_get_surfnor(obr, strand, 0);
402
403                 if(surfnor)
404                         VECCOPY(shi->surfnor, surfnor)
405                 else
406                         VECCOPY(shi->surfnor, shi->vn)
407
408                 if(shi->mat->strand_surfnor > 0.0f) {
409                         shi->surfdist= 0.0f;
410                         for(sv=strand->vert; sv!=svert; sv++)
411                                 shi->surfdist+=len_v3v3(sv->co, (sv+1)->co);
412                         shi->surfdist += spoint->t*len_v3v3(sv->co, (sv+1)->co);
413                 }
414         }
415
416         if(R.r.mode & R_SPEED) {
417                 float *speed;
418                 
419                 speed= RE_strandren_get_winspeed(shi->obi, strand, 0);
420                 if(speed)
421                         QUATCOPY(shi->winspeed, speed)
422                 else
423                         shi->winspeed[0]= shi->winspeed[1]= shi->winspeed[2]= shi->winspeed[3]= 0.0f;
424         }
425
426         /* shade_input_set_shade_texco equivalent */
427         if(texco & NEED_UV) {
428                 if(texco & TEXCO_ORCO) {
429                         VECCOPY(shi->lo, strand->orco);
430                         /* no shi->osatex, orco derivatives are zero */
431                 }
432
433                 if(texco & TEXCO_GLOB) {
434                         VECCOPY(shi->gl, shi->co);
435                         mul_m4_v3(R.viewinv, shi->gl);
436                         
437                         if(shi->osatex) {
438                                 VECCOPY(shi->dxgl, shi->dxco); 
439                                 mul_mat3_m4_v3(R.viewinv, shi->dxgl); 
440                                 VECCOPY(shi->dygl, shi->dyco); 
441                                 mul_mat3_m4_v3(R.viewinv, shi->dygl);
442                         }
443                 }
444
445                 if(texco & TEXCO_STRAND) {
446                         shi->strandco= spoint->strandco;
447
448                         if(shi->osatex) {
449                                 shi->dxstrand= spoint->dtstrandco;
450                                 shi->dystrand= 0.0f;
451                         }
452                 }
453
454                 if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)))  {
455                         MCol *mcol;
456                         float *uv;
457                         char *name;
458                         int i;
459
460                         shi->totuv= 0;
461                         shi->totcol= 0;
462                         shi->actuv= obr->actmtface;
463                         shi->actcol= obr->actmcol;
464
465                         if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) {
466                                 for (i=0; (mcol=RE_strandren_get_mcol(obr, strand, i, &name, 0)); i++) {
467                                         ShadeInputCol *scol= &shi->col[i];
468                                         char *cp= (char*)mcol;
469                                         
470                                         shi->totcol++;
471                                         scol->name= name;
472
473                                         scol->col[0]= cp[3]/255.0f;
474                                         scol->col[1]= cp[2]/255.0f;
475                                         scol->col[2]= cp[1]/255.0f;
476                                 }
477
478                                 if(shi->totcol) {
479                                         shi->vcol[0]= shi->col[shi->actcol].col[0];
480                                         shi->vcol[1]= shi->col[shi->actcol].col[1];
481                                         shi->vcol[2]= shi->col[shi->actcol].col[2];
482                                 }
483                                 else {
484                                         shi->vcol[0]= 0.0f;
485                                         shi->vcol[1]= 0.0f;
486                                         shi->vcol[2]= 0.0f;
487                                 }
488                         }
489
490                         for (i=0; (uv=RE_strandren_get_uv(obr, strand, i, &name, 0)); i++) {
491                                 ShadeInputUV *suv= &shi->uv[i];
492
493                                 shi->totuv++;
494                                 suv->name= name;
495
496                                 if(strandbuf->overrideuv == i) {
497                                         suv->uv[0]= -1.0f;
498                                         suv->uv[1]= spoint->strandco;
499                                         suv->uv[2]= 0.0f;
500                                 }
501                                 else {
502                                         suv->uv[0]= -1.0f + 2.0f*uv[0];
503                                         suv->uv[1]= -1.0f + 2.0f*uv[1];
504                                         suv->uv[2]= 0.0f;       /* texture.c assumes there are 3 coords */
505                                 }
506
507                                 if(shi->osatex) {
508                                         suv->dxuv[0]= 0.0f;
509                                         suv->dxuv[1]= 0.0f;
510                                         suv->dyuv[0]= 0.0f;
511                                         suv->dyuv[1]= 0.0f;
512                                 }
513
514                                 if((mode & MA_FACETEXTURE) && i==obr->actmtface) {
515                                         if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
516                                                 shi->vcol[0]= 1.0f;
517                                                 shi->vcol[1]= 1.0f;
518                                                 shi->vcol[2]= 1.0f;
519                                         }
520                                 }
521                         }
522
523                         if(shi->totuv == 0) {
524                                 ShadeInputUV *suv= &shi->uv[0];
525
526                                 suv->uv[0]= 0.0f;
527                                 suv->uv[1]= spoint->strandco;
528                                 suv->uv[2]= 0.0f;       /* texture.c assumes there are 3 coords */
529                                 
530                                 if(mode & MA_FACETEXTURE) {
531                                         /* no tface? set at 1.0f */
532                                         shi->vcol[0]= 1.0f;
533                                         shi->vcol[1]= 1.0f;
534                                         shi->vcol[2]= 1.0f;
535                                 }
536                         }
537
538                 }
539
540                 if(texco & TEXCO_NORM) {
541                         shi->orn[0]= -shi->vn[0];
542                         shi->orn[1]= -shi->vn[1];
543                         shi->orn[2]= -shi->vn[2];
544                 }
545
546                 if(texco & TEXCO_STRESS) {
547                         /* not supported */
548                 }
549
550                 if(texco & TEXCO_TANGENT) {
551                         if((mode & MA_TANGENT_V)==0) {
552                                 /* just prevent surprises */
553                                 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
554                                 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
555                         }
556                 }
557         }
558
559         /* this only avalailable for scanline renders */
560         if(shi->depth==0) {
561                 if(texco & TEXCO_WINDOW) {
562                         shi->winco[0]= -1.0f + 2.0f*spoint->x/(float)R.winx;
563                         shi->winco[1]= -1.0f + 2.0f*spoint->y/(float)R.winy;
564                         shi->winco[2]= 0.0f;
565
566                         /* not supported */
567                         if(shi->osatex) {
568                                 shi->dxwin[0]= 0.0f;
569                                 shi->dywin[1]= 0.0f;
570                                 shi->dxwin[0]= 0.0f;
571                                 shi->dywin[1]= 0.0f;
572                         }
573                 }
574
575                 if(texco & TEXCO_STICKY) {
576                         /* not supported */
577                 }
578         }
579         
580         if (shi->do_manage) {
581                 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
582                         srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
583                 }
584         }
585         
586 }
587
588 /* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
589 void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float *view, float *dxyview, float *co, float *dxco, float *dyco)
590 {
591         /* returns not normalized, so is in viewplane coords */
592         calc_view_vector(view, x, y);
593         
594         if(shi->mat->material_type == MA_TYPE_WIRE) {
595                 /* wire cannot use normal for calculating shi->co, so
596                  * we reconstruct the coordinate less accurate */
597                 if(R.r.mode & R_ORTHO)
598                         calc_renderco_ortho(co, x, y, z);
599                 else
600                         calc_renderco_zbuf(co, view, z);
601         }
602         else {
603                 /* for non-wire, intersect with the triangle to get the exact coord */
604                 float fac, dface, v1[3];
605                 
606                 VECCOPY(v1, shi->v1->co);
607                 if(shi->obi->flag & R_TRANSFORMED)
608                         mul_m4_v3(shi->obi->mat, v1);
609                 
610                 dface= v1[0]*shi->facenor[0]+v1[1]*shi->facenor[1]+v1[2]*shi->facenor[2];
611                 
612                 /* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
613                 if(R.r.mode & R_ORTHO) {
614                         /* x and y 3d coordinate can be derived from pixel coord and winmat */
615                         float fx= 2.0f/(R.winx*R.winmat[0][0]);
616                         float fy= 2.0f/(R.winy*R.winmat[1][1]);
617                         
618                         co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
619                         co[1]= (y - 0.5f*R.winy)*fy - R.winmat[3][1]/R.winmat[1][1];
620                         
621                         /* using a*x + b*y + c*z = d equation, (a b c) is normal */
622                         if(shi->facenor[2]!=0.0f)
623                                 co[2]= (dface - shi->facenor[0]*co[0] - shi->facenor[1]*co[1])/shi->facenor[2];
624                         else
625                                 co[2]= 0.0f;
626                         
627                         if(dxco && dyco) {
628                                 dxco[0]= fx;
629                                 dxco[1]= 0.0f;
630                                 if(shi->facenor[2]!=0.0f)
631                                         dxco[2]= -(shi->facenor[0]*fx)/shi->facenor[2];
632                                 else 
633                                         dxco[2]= 0.0f;
634                                 
635                                 dyco[0]= 0.0f;
636                                 dyco[1]= fy;
637                                 if(shi->facenor[2]!=0.0f)
638                                         dyco[2]= -(shi->facenor[1]*fy)/shi->facenor[2];
639                                 else 
640                                         dyco[2]= 0.0f;
641                                 
642                                 if(dxyview) {
643                                         if(co[2]!=0.0f) fac= 1.0f/co[2]; else fac= 0.0f;
644                                         dxyview[0]= -R.viewdx*fac;
645                                         dxyview[1]= -R.viewdy*fac;
646                                 }
647                         }
648                 }
649                 else {
650                         float div;
651                         
652                         div= shi->facenor[0]*view[0] + shi->facenor[1]*view[1] + shi->facenor[2]*view[2];
653                         if (div!=0.0f) fac= dface/div;
654                         else fac= 0.0f;
655                         
656                         co[0]= fac*view[0];
657                         co[1]= fac*view[1];
658                         co[2]= fac*view[2];
659                         
660                         /* pixel dx/dy for render coord */
661                         if(dxco && dyco) {
662                                 float u= dface/(div - R.viewdx*shi->facenor[0]);
663                                 float v= dface/(div - R.viewdy*shi->facenor[1]);
664                                 
665                                 dxco[0]= co[0]- (view[0]-R.viewdx)*u;
666                                 dxco[1]= co[1]- (view[1])*u;
667                                 dxco[2]= co[2]- (view[2])*u;
668                                 
669                                 dyco[0]= co[0]- (view[0])*v;
670                                 dyco[1]= co[1]- (view[1]-R.viewdy)*v;
671                                 dyco[2]= co[2]- (view[2])*v;
672                                 
673                                 if(dxyview) {
674                                         if(fac!=0.0f) fac= 1.0f/fac;
675                                         dxyview[0]= -R.viewdx*fac;
676                                         dxyview[1]= -R.viewdy*fac;
677                                 }
678                         }
679                 }
680         }
681         
682         /* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space)
683          * however for raytrace it can be different - the position of the last intersection */
684         shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f;
685         
686         /* cannot normalize earlier, code above needs it at viewplane level */
687         normalize_v3(view);
688 }
689
690 /* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
691 void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z)
692 {
693         float *dxyview= NULL, *dxco= NULL, *dyco= NULL;
694         
695         /* currently in use for dithering (soft shadow), node preview, irregular shad */
696         shi->xs= (int)xs;
697         shi->ys= (int)ys;
698
699         /* original scanline coordinate without jitter */
700         shi->scanco[0]= x;
701         shi->scanco[1]= y;
702         shi->scanco[2]= z;
703
704         /* check if we need derivatives */
705         if(shi->osatex || (R.r.mode & R_SHADOW)) {
706                 dxco= shi->dxco;
707                 dyco= shi->dyco;
708
709                 if((shi->mat->texco & TEXCO_REFL))
710                         dxyview= &shi->dxview;
711         }
712
713         shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco);
714 }
715
716 /* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
717 void shade_input_set_uv(ShadeInput *shi)
718 {
719         VlakRen *vlr= shi->vlr;
720         
721         if((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) {
722                 float v1[3], v2[3], v3[3];
723
724                 VECCOPY(v1, shi->v1->co);
725                 VECCOPY(v2, shi->v2->co);
726                 VECCOPY(v3, shi->v3->co);
727
728                 if(shi->obi->flag & R_TRANSFORMED) {
729                         mul_m4_v3(shi->obi->mat, v1);
730                         mul_m4_v3(shi->obi->mat, v2);
731                         mul_m4_v3(shi->obi->mat, v3);
732                 }
733
734                 /* exception case for wire render of edge */
735                 if(vlr->v2==vlr->v3) {
736                         float lend, lenc;
737                         
738                         lend= len_v3v3(v2, v1);
739                         lenc= len_v3v3(shi->co, v1);
740                         
741                         if(lend==0.0f) {
742                                 shi->u=shi->v= 0.0f;
743                         }
744                         else {
745                                 shi->u= - (1.0f - lenc/lend);
746                                 shi->v= 0.0f;
747                         }
748                         
749                         if(shi->osatex) {
750                                 shi->dx_u=  0.0f;
751                                 shi->dx_v=  0.0f;
752                                 shi->dy_u=  0.0f;
753                                 shi->dy_v=  0.0f;
754                         }
755                 }
756                 else {
757                         /* most of this could become re-used for faces */
758                         float detsh, t00, t10, t01, t11, xn, yn, zn;
759                         int axis1, axis2;
760
761                         /* find most stable axis to project */
762                         xn= fabs(shi->facenor[0]);
763                         yn= fabs(shi->facenor[1]);
764                         zn= fabs(shi->facenor[2]);
765
766                         if(zn>=xn && zn>=yn) { axis1= 0; axis2= 1; }
767                         else if(yn>=xn && yn>=zn) { axis1= 0; axis2= 2; }
768                         else { axis1= 1; axis2= 2; }
769
770                         /* compute u,v and derivatives */
771                         t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2];
772                         t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2];
773
774                         detsh= (t00*t11-t10*t01);
775                         detsh= (detsh != 0.0f)? 1.0f/detsh: 0.0f;
776                         t00*= detsh; t01*=detsh; 
777                         t10*=detsh; t11*=detsh;
778
779                         shi->u= (shi->co[axis1]-v3[axis1])*t11-(shi->co[axis2]-v3[axis2])*t10;
780                         shi->v= (shi->co[axis2]-v3[axis2])*t00-(shi->co[axis1]-v3[axis1])*t01;
781                         if(shi->osatex) {
782                                 shi->dx_u=  shi->dxco[axis1]*t11- shi->dxco[axis2]*t10;
783                                 shi->dx_v=  shi->dxco[axis2]*t00- shi->dxco[axis1]*t01;
784                                 shi->dy_u=  shi->dyco[axis1]*t11- shi->dyco[axis2]*t10;
785                                 shi->dy_v=  shi->dyco[axis2]*t00- shi->dyco[axis1]*t01;
786                         }
787
788                         /* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */
789                         CLAMP(shi->u, -2.0f, 1.0f);
790                         CLAMP(shi->v, -2.0f, 1.0f);
791                 }
792         }       
793 }
794
795 void shade_input_set_normals(ShadeInput *shi)
796 {
797         float u= shi->u, v= shi->v;
798         float l= 1.0f+u+v;
799
800         shi->flippednor = 0;
801
802         /* test flip normals to viewing direction */
803         if(!(shi->vlr->flag & R_TANGENT)) {
804                 if(dot_v3v3(shi->facenor, shi->view) < 0.0f) {
805                         negate_v3(shi->facenor);
806                         shi->flippednor= 1;
807                 }
808         }
809         
810         /* calculate vertexnormals */
811         if(shi->vlr->flag & R_SMOOTH) {
812                 float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
813
814                 if(shi->flippednor) {
815                         negate_v3(n1);
816                         negate_v3(n2);
817                         negate_v3(n3);
818                 }
819                 
820                 shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
821                 shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
822                 shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
823
824                 // use unnormalized normal (closer to games)
825                 VECCOPY(shi->nmapnorm, shi->vn);
826                 
827                 normalize_v3(shi->vn);
828         }
829         else
830         {
831                 VECCOPY(shi->vn, shi->facenor);
832                 VECCOPY(shi->nmapnorm, shi->vn);
833         }
834         
835         /* used in nodes */
836         VECCOPY(shi->vno, shi->vn);
837
838         /* flip normals to viewing direction */
839         if(!(shi->vlr->flag & R_TANGENT))
840                 if(dot_v3v3(shi->facenor, shi->view) < 0.0f)
841                         shade_input_flip_normals(shi);
842 }
843
844 /* XXX shi->flippednor messes up otherwise */
845 void shade_input_set_vertex_normals(ShadeInput *shi)
846 {
847         float u= shi->u, v= shi->v;
848         float l= 1.0f+u+v;
849         
850         /* calculate vertexnormals */
851         if(shi->vlr->flag & R_SMOOTH) {
852                 float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
853                 
854                 shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
855                 shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
856                 shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];
857                 
858                 // use unnormalized normal (closer to games)
859                 VECCOPY(shi->nmapnorm, shi->vn);
860                 
861                 normalize_v3(shi->vn);
862         }
863         else
864         {
865                 VECCOPY(shi->vn, shi->facenor);
866                 VECCOPY(shi->nmapnorm, shi->vn);
867         }
868         
869         /* used in nodes */
870         VECCOPY(shi->vno, shi->vn);
871 }
872
873
874 /* use by raytrace, sss, bake to flip into the right direction */
875 void shade_input_flip_normals(ShadeInput *shi)
876 {
877         shi->facenor[0]= -shi->facenor[0];
878         shi->facenor[1]= -shi->facenor[1];
879         shi->facenor[2]= -shi->facenor[2];
880
881         shi->vn[0]= -shi->vn[0];
882         shi->vn[1]= -shi->vn[1];
883         shi->vn[2]= -shi->vn[2];
884
885         shi->vno[0]= -shi->vno[0];
886         shi->vno[1]= -shi->vno[1];
887         shi->vno[2]= -shi->vno[2];
888
889         shi->nmapnorm[0] = -shi->nmapnorm[0];
890         shi->nmapnorm[1] = -shi->nmapnorm[1];
891         shi->nmapnorm[2] = -shi->nmapnorm[2];
892
893         shi->flippednor= !shi->flippednor;
894 }
895
896 void shade_input_set_shade_texco(ShadeInput *shi)
897 {
898         ObjectInstanceRen *obi= shi->obi;
899         ObjectRen *obr= shi->obr;
900         VertRen *v1= shi->v1, *v2= shi->v2, *v3= shi->v3;
901         float u= shi->u, v= shi->v;
902         float l= 1.0f+u+v, dl;
903         int mode= shi->mode;            /* or-ed result for all nodes */
904         short texco= shi->mat->texco;
905
906         /* calculate dxno */
907         if(shi->vlr->flag & R_SMOOTH) {
908                 
909                 if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL)) ) {
910                         float *n1= shi->n1, *n2= shi->n2, *n3= shi->n3;
911                         
912                         dl= shi->dx_u+shi->dx_v;
913                         shi->dxno[0]= dl*n3[0]-shi->dx_u*n1[0]-shi->dx_v*n2[0];
914                         shi->dxno[1]= dl*n3[1]-shi->dx_u*n1[1]-shi->dx_v*n2[1];
915                         shi->dxno[2]= dl*n3[2]-shi->dx_u*n1[2]-shi->dx_v*n2[2];
916                         dl= shi->dy_u+shi->dy_v;
917                         shi->dyno[0]= dl*n3[0]-shi->dy_u*n1[0]-shi->dy_v*n2[0];
918                         shi->dyno[1]= dl*n3[1]-shi->dy_u*n1[1]-shi->dy_v*n2[1];
919                         shi->dyno[2]= dl*n3[2]-shi->dy_u*n1[2]-shi->dy_v*n2[2];
920                         
921                 }
922         }
923
924         /* calc tangents */
925         if (mode & (MA_TANGENT_V|MA_NORMAP_TANG) || R.flag & R_NEED_TANGENT) {
926                 float *tangent, *s1, *s2, *s3;
927                 float tl, tu, tv;
928
929                 if(shi->vlr->flag & R_SMOOTH) {
930                         tl= l;
931                         tu= u;
932                         tv= v;
933                 }
934                 else {
935                         /* qdn: flat faces have tangents too,
936                            could pick either one, using average here */
937                         tl= 1.0f/3.0f;
938                         tu= -1.0f/3.0f;
939                         tv= -1.0f/3.0f;
940                 }
941
942                 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
943                 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
944
945                 if(mode & MA_TANGENT_V) {
946                         s1 = RE_vertren_get_tangent(obr, v1, 0);
947                         s2 = RE_vertren_get_tangent(obr, v2, 0);
948                         s3 = RE_vertren_get_tangent(obr, v3, 0);
949
950                         if(s1 && s2 && s3) {
951                                 shi->tang[0]= (tl*s3[0] - tu*s1[0] - tv*s2[0]);
952                                 shi->tang[1]= (tl*s3[1] - tu*s1[1] - tv*s2[1]);
953                                 shi->tang[2]= (tl*s3[2] - tu*s1[2] - tv*s2[2]);
954
955                                 if(obi->flag & R_TRANSFORMED)
956                                         mul_m3_v3(obi->nmat, shi->tang);
957
958                                 normalize_v3(shi->tang);
959                                 VECCOPY(shi->nmaptang, shi->tang);
960                         }
961                 }
962
963                 if(mode & MA_NORMAP_TANG || R.flag & R_NEED_TANGENT) {
964                         tangent= RE_vlakren_get_nmap_tangent(obr, shi->vlr, 0);
965
966                         if(tangent) {
967                                 int j1= shi->i1, j2= shi->i2, j3= shi->i3;
968                                 float c0[3], c1[3], c2[3];
969
970                                 vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
971
972                                 VECCOPY(c0, &tangent[j1*4]);
973                                 VECCOPY(c1, &tangent[j2*4]);
974                                 VECCOPY(c2, &tangent[j3*4]);
975
976                                 // keeping tangents normalized at vertex level
977                                 // corresponds better to how it's done in game engines
978                                 if(obi->flag & R_TRANSFORMED)
979                                 {
980                                         mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0);
981                                         mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1);
982                                         mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2);
983                                 }
984                                 
985                                 // we don't normalize the interpolated TBN tangent
986                                 // corresponds better to how it's done in game engines
987                                 shi->nmaptang[0]= (tl*c2[0] - tu*c0[0] - tv*c1[0]);
988                                 shi->nmaptang[1]= (tl*c2[1] - tu*c0[1] - tv*c1[1]);
989                                 shi->nmaptang[2]= (tl*c2[2] - tu*c0[2] - tv*c1[2]);
990
991                                 // the sign is the same for all 3 vertices of any
992                                 // non degenerate triangle.
993                                 shi->nmaptang[3]= tangent[j1*4+3];
994                         }
995                 }
996         }
997
998         if(mode & MA_STR_SURFDIFF) {
999                 float *surfnor= RE_vlakren_get_surfnor(obr, shi->vlr, 0);
1000
1001                 if(surfnor) {
1002                         VECCOPY(shi->surfnor, surfnor)
1003                         if(obi->flag & R_TRANSFORMED)
1004                                 mul_m3_v3(obi->nmat, shi->surfnor);
1005                 }
1006                 else
1007                         VECCOPY(shi->surfnor, shi->vn)
1008
1009                 shi->surfdist= 0.0f;
1010         }
1011         
1012         if(R.r.mode & R_SPEED) {
1013                 float *s1, *s2, *s3;
1014                 
1015                 s1= RE_vertren_get_winspeed(obi, v1, 0);
1016                 s2= RE_vertren_get_winspeed(obi, v2, 0);
1017                 s3= RE_vertren_get_winspeed(obi, v3, 0);
1018                 if(s1 && s2 && s3) {
1019                         shi->winspeed[0]= (l*s3[0] - u*s1[0] - v*s2[0]);
1020                         shi->winspeed[1]= (l*s3[1] - u*s1[1] - v*s2[1]);
1021                         shi->winspeed[2]= (l*s3[2] - u*s1[2] - v*s2[2]);
1022                         shi->winspeed[3]= (l*s3[3] - u*s1[3] - v*s2[3]);
1023                 }
1024                 else {
1025                         shi->winspeed[0]= shi->winspeed[1]= shi->winspeed[2]= shi->winspeed[3]= 0.0f;
1026                 }
1027         }
1028
1029         /* pass option forces UV calc */
1030         if(shi->passflag & SCE_PASS_UV)
1031                 texco |= (NEED_UV|TEXCO_UV);
1032         
1033         /* texture coordinates. shi->dxuv shi->dyuv have been set */
1034         if(texco & NEED_UV) {
1035                 
1036                 if(texco & TEXCO_ORCO) {
1037                         if(v1->orco) {
1038                                 float *o1, *o2, *o3;
1039                                 
1040                                 o1= v1->orco;
1041                                 o2= v2->orco;
1042                                 o3= v3->orco;
1043                                 
1044                                 shi->lo[0]= l*o3[0]-u*o1[0]-v*o2[0];
1045                                 shi->lo[1]= l*o3[1]-u*o1[1]-v*o2[1];
1046                                 shi->lo[2]= l*o3[2]-u*o1[2]-v*o2[2];
1047                                 
1048                                 if(shi->osatex) {
1049                                         dl= shi->dx_u+shi->dx_v;
1050                                         shi->dxlo[0]= dl*o3[0]-shi->dx_u*o1[0]-shi->dx_v*o2[0];
1051                                         shi->dxlo[1]= dl*o3[1]-shi->dx_u*o1[1]-shi->dx_v*o2[1];
1052                                         shi->dxlo[2]= dl*o3[2]-shi->dx_u*o1[2]-shi->dx_v*o2[2];
1053                                         dl= shi->dy_u+shi->dy_v;
1054                                         shi->dylo[0]= dl*o3[0]-shi->dy_u*o1[0]-shi->dy_v*o2[0];
1055                                         shi->dylo[1]= dl*o3[1]-shi->dy_u*o1[1]-shi->dy_v*o2[1];
1056                                         shi->dylo[2]= dl*o3[2]-shi->dy_u*o1[2]-shi->dy_v*o2[2];
1057                                 }
1058                         }
1059
1060                         VECCOPY(shi->duplilo, obi->dupliorco);
1061                 }
1062                 
1063                 if(texco & TEXCO_GLOB) {
1064                         VECCOPY(shi->gl, shi->co);
1065                         mul_m4_v3(R.viewinv, shi->gl);
1066                         if(shi->osatex) {
1067                                 VECCOPY(shi->dxgl, shi->dxco); 
1068                                 mul_mat3_m4_v3(R.viewinv, shi->dxgl); 
1069                                 VECCOPY(shi->dygl, shi->dyco); 
1070                                 mul_mat3_m4_v3(R.viewinv, shi->dygl);
1071                         }
1072                 }
1073                 
1074                 if(texco & TEXCO_STRAND) {
1075                         shi->strandco= (l*v3->accum - u*v1->accum - v*v2->accum);
1076                         if(shi->osatex) {
1077                                 dl= shi->dx_u+shi->dx_v;
1078                                 shi->dxstrand= dl*v3->accum-shi->dx_u*v1->accum-shi->dx_v*v2->accum;
1079                                 dl= shi->dy_u+shi->dy_v;
1080                                 shi->dystrand= dl*v3->accum-shi->dy_u*v1->accum-shi->dy_v*v2->accum;
1081                         }
1082                 }
1083                                 
1084                 if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)))  {
1085                         VlakRen *vlr= shi->vlr;
1086                         MTFace *tface;
1087                         MCol *mcol;
1088                         char *name;
1089                         int i, j1=shi->i1, j2=shi->i2, j3=shi->i3;
1090
1091                         /* uv and vcols are not copied on split, so set them according vlr divide flag */
1092                         vlr_set_uv_indices(vlr, &j1, &j2, &j3);
1093
1094                         shi->totuv= 0;
1095                         shi->totcol= 0;
1096                         shi->actuv= obr->actmtface;
1097                         shi->actcol= obr->actmcol;
1098
1099                         if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) {
1100                                 for (i=0; (mcol=RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) {
1101                                         ShadeInputCol *scol= &shi->col[i];
1102                                         char *cp1, *cp2, *cp3;
1103                                         
1104                                         shi->totcol++;
1105                                         scol->name= name;
1106
1107                                         cp1= (char *)(mcol+j1);
1108                                         cp2= (char *)(mcol+j2);
1109                                         cp3= (char *)(mcol+j3);
1110                                         
1111                                         scol->col[0]= (l*((float)cp3[3]) - u*((float)cp1[3]) - v*((float)cp2[3]))/255.0f;
1112                                         scol->col[1]= (l*((float)cp3[2]) - u*((float)cp1[2]) - v*((float)cp2[2]))/255.0f;
1113                                         scol->col[2]= (l*((float)cp3[1]) - u*((float)cp1[1]) - v*((float)cp2[1]))/255.0f;
1114                                 }
1115
1116                                 if(shi->totcol) {
1117                                         shi->vcol[0]= shi->col[shi->actcol].col[0];
1118                                         shi->vcol[1]= shi->col[shi->actcol].col[1];
1119                                         shi->vcol[2]= shi->col[shi->actcol].col[2];
1120                                         shi->vcol[3]= 1.0f;
1121                                 }
1122                                 else {
1123                                         shi->vcol[0]= 0.0f;
1124                                         shi->vcol[1]= 0.0f;
1125                                         shi->vcol[2]= 0.0f;
1126                                         shi->vcol[3]= 1.0f;
1127                                 }
1128                         }
1129
1130                         for (i=0; (tface=RE_vlakren_get_tface(obr, vlr, i, &name, 0)); i++) {
1131                                 ShadeInputUV *suv= &shi->uv[i];
1132                                 float *uv1, *uv2, *uv3;
1133
1134                                 shi->totuv++;
1135                                 suv->name= name;
1136                                 
1137                                 uv1= tface->uv[j1];
1138                                 uv2= tface->uv[j2];
1139                                 uv3= tface->uv[j3];
1140                                 
1141                                 suv->uv[0]= -1.0f + 2.0f*(l*uv3[0]-u*uv1[0]-v*uv2[0]);
1142                                 suv->uv[1]= -1.0f + 2.0f*(l*uv3[1]-u*uv1[1]-v*uv2[1]);
1143                                 suv->uv[2]= 0.0f;       /* texture.c assumes there are 3 coords */
1144
1145                                 if(shi->osatex) {
1146                                         float duv[2];
1147                                         
1148                                         dl= shi->dx_u+shi->dx_v;
1149                                         duv[0]= shi->dx_u; 
1150                                         duv[1]= shi->dx_v;
1151                                         
1152                                         suv->dxuv[0]= 2.0f*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
1153                                         suv->dxuv[1]= 2.0f*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
1154                                         
1155                                         dl= shi->dy_u+shi->dy_v;
1156                                         duv[0]= shi->dy_u; 
1157                                         duv[1]= shi->dy_v;
1158                                         
1159                                         suv->dyuv[0]= 2.0f*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
1160                                         suv->dyuv[1]= 2.0f*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
1161                                 }
1162
1163                                 if((mode & MA_FACETEXTURE) && i==obr->actmtface) {
1164                                         if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
1165                                                 shi->vcol[0]= 1.0f;
1166                                                 shi->vcol[1]= 1.0f;
1167                                                 shi->vcol[2]= 1.0f;
1168                                                 shi->vcol[3]= 1.0f;
1169                                         }
1170                                         if(tface && tface->tpage)
1171                                                 render_realtime_texture(shi, tface->tpage);
1172                                 }
1173
1174
1175                         }
1176
1177                         shi->dupliuv[0]= -1.0f + 2.0f*obi->dupliuv[0];
1178                         shi->dupliuv[1]= -1.0f + 2.0f*obi->dupliuv[1];
1179                         shi->dupliuv[2]= 0.0f;
1180
1181                         if(shi->totuv == 0) {
1182                                 ShadeInputUV *suv= &shi->uv[0];
1183
1184                                 suv->uv[0]= 2.0f*(u+.5f);
1185                                 suv->uv[1]= 2.0f*(v+.5f);
1186                                 suv->uv[2]= 0.0f;       /* texture.c assumes there are 3 coords */
1187                                 
1188                                 if(mode & MA_FACETEXTURE) {
1189                                         /* no tface? set at 1.0f */
1190                                         shi->vcol[0]= 1.0f;
1191                                         shi->vcol[1]= 1.0f;
1192                                         shi->vcol[2]= 1.0f;
1193                                         shi->vcol[3]= 1.0f;
1194                                 }
1195                         }
1196                 }
1197                 
1198                 if(texco & TEXCO_NORM) {
1199                         shi->orn[0]= -shi->vn[0];
1200                         shi->orn[1]= -shi->vn[1];
1201                         shi->orn[2]= -shi->vn[2];
1202                 }
1203                 
1204                 if(texco & TEXCO_STRESS) {
1205                         float *s1, *s2, *s3;
1206                         
1207                         s1= RE_vertren_get_stress(obr, v1, 0);
1208                         s2= RE_vertren_get_stress(obr, v2, 0);
1209                         s3= RE_vertren_get_stress(obr, v3, 0);
1210                         if(s1 && s2 && s3) {
1211                                 shi->stress= l*s3[0] - u*s1[0] - v*s2[0];
1212                                 if(shi->stress<1.0f) shi->stress-= 1.0f;
1213                                 else shi->stress= (shi->stress-1.0f)/shi->stress;
1214                         }
1215                         else shi->stress= 0.0f;
1216                 }
1217                 
1218                 if(texco & TEXCO_TANGENT) {
1219                         if((mode & MA_TANGENT_V)==0) {
1220                                 /* just prevent surprises */
1221                                 shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
1222                                 shi->nmaptang[0]= shi->nmaptang[1]= shi->nmaptang[2]= 0.0f;
1223                         }
1224                 }
1225         }
1226         
1227         /* this only avalailable for scanline renders */
1228         if(shi->depth==0) {
1229                 float x= shi->xs;
1230                 float y= shi->ys;
1231                 
1232                 if(texco & TEXCO_WINDOW) {
1233                         shi->winco[0]= -1.0f + 2.0f*x/(float)R.winx;
1234                         shi->winco[1]= -1.0f + 2.0f*y/(float)R.winy;
1235                         shi->winco[2]= 0.0f;
1236                         if(shi->osatex) {
1237                                 shi->dxwin[0]= 2.0f/(float)R.winx;
1238                                 shi->dywin[1]= 2.0f/(float)R.winy;
1239                                 shi->dxwin[1]= shi->dxwin[2]= 0.0f;
1240                                 shi->dywin[0]= shi->dywin[2]= 0.0f;
1241                         }
1242                 }
1243
1244                 if(texco & TEXCO_STICKY) {
1245                         float *s1, *s2, *s3;
1246                         
1247                         s1= RE_vertren_get_sticky(obr, v1, 0);
1248                         s2= RE_vertren_get_sticky(obr, v2, 0);
1249                         s3= RE_vertren_get_sticky(obr, v3, 0);
1250                         
1251                         if(s1 && s2 && s3) {
1252                                 float obwinmat[4][4], winmat[4][4], ho1[4], ho2[4], ho3[4];
1253                                 float Zmulx, Zmuly;
1254                                 float hox, hoy, l, dl, u, v;
1255                                 float s00, s01, s10, s11, detsh;
1256                                 
1257                                 /* old globals, localized now */
1258                                 Zmulx=  ((float)R.winx)/2.0f; Zmuly=  ((float)R.winy)/2.0f;
1259
1260                                 zbuf_make_winmat(&R, winmat);
1261                                 if(shi->obi->flag & R_TRANSFORMED)
1262                                         mul_m4_m4m4(obwinmat, obi->mat, winmat);
1263                                 else
1264                                         copy_m4_m4(obwinmat, winmat);
1265
1266                                 zbuf_render_project(obwinmat, v1->co, ho1);
1267                                 zbuf_render_project(obwinmat, v2->co, ho2);
1268                                 zbuf_render_project(obwinmat, v3->co, ho3);
1269                                 
1270                                 s00= ho3[0]/ho3[3] - ho1[0]/ho1[3];
1271                                 s01= ho3[1]/ho3[3] - ho1[1]/ho1[3];
1272                                 s10= ho3[0]/ho3[3] - ho2[0]/ho2[3];
1273                                 s11= ho3[1]/ho3[3] - ho2[1]/ho2[3];
1274                                 
1275                                 detsh= s00*s11-s10*s01;
1276                                 detsh= (detsh != 0.0f)? 1.0f/detsh: 0.0f;
1277                                 s00*= detsh; s01*=detsh; 
1278                                 s10*=detsh; s11*=detsh;
1279                                 
1280                                 /* recalc u and v again */
1281                                 hox= x/Zmulx -1.0f;
1282                                 hoy= y/Zmuly -1.0f;
1283                                 u= (hox - ho3[0]/ho3[3])*s11 - (hoy - ho3[1]/ho3[3])*s10;
1284                                 v= (hoy - ho3[1]/ho3[3])*s00 - (hox - ho3[0]/ho3[3])*s01;
1285                                 l= 1.0f+u+v;
1286                                 
1287                                 shi->sticky[0]= l*s3[0]-u*s1[0]-v*s2[0];
1288                                 shi->sticky[1]= l*s3[1]-u*s1[1]-v*s2[1];
1289                                 shi->sticky[2]= 0.0f;
1290                                 
1291                                 if(shi->osatex) {
1292                                         float dxuv[2], dyuv[2];
1293                                         dxuv[0]=  s11/Zmulx;
1294                                         dxuv[1]=  - s01/Zmulx;
1295                                         dyuv[0]=  - s10/Zmuly;
1296                                         dyuv[1]=  s00/Zmuly;
1297                                         
1298                                         dl= dxuv[0] + dxuv[1];
1299                                         shi->dxsticky[0]= dl*s3[0] - dxuv[0]*s1[0] - dxuv[1]*s2[0];
1300                                         shi->dxsticky[1]= dl*s3[1] - dxuv[0]*s1[1] - dxuv[1]*s2[1];
1301                                         dl= dyuv[0] + dyuv[1];
1302                                         shi->dysticky[0]= dl*s3[0] - dyuv[0]*s1[0] - dyuv[1]*s2[0];
1303                                         shi->dysticky[1]= dl*s3[1] - dyuv[0]*s1[1] - dyuv[1]*s2[1];
1304                                 }
1305                         }
1306                 }
1307         } /* else {
1308          Note! For raytracing winco is not set, important because thus means all shader input's need to have their variables set to zero else in-initialized values are used
1309         */
1310         if (shi->do_manage) {
1311                 if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
1312                         srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
1313                 }
1314         }
1315         
1316 }
1317
1318 /* ****************** ShadeSample ************************************** */
1319
1320 /* initialize per part, not per pixel! */
1321 void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, int sample)
1322 {
1323         
1324         memset(shi, 0, sizeof(ShadeInput));
1325         
1326         shi->sample= sample;
1327         shi->thread= pa->thread;
1328         shi->do_preview= (R.r.scemode & R_MATNODE_PREVIEW) != 0;
1329         shi->do_manage= (R.r.color_mgt_flag & R_COLOR_MANAGEMENT);
1330         shi->lay= rl->lay;
1331         shi->layflag= rl->layflag;
1332         shi->passflag= rl->passflag;
1333         shi->combinedflag= ~rl->pass_xor;
1334         shi->mat_override= rl->mat_override;
1335         shi->light_override= rl->light_override;
1336 //      shi->rl= rl;
1337         /* note shi.depth==0  means first hit, not raytracing */
1338         
1339 }
1340
1341 /* initialize per part, not per pixel! */
1342 void shade_sample_initialize(ShadeSample *ssamp, RenderPart *pa, RenderLayer *rl)
1343 {
1344         int a, tot;
1345         
1346         tot= R.osa==0?1:R.osa;
1347         
1348         for(a=0; a<tot; a++) {
1349                 shade_input_initialize(&ssamp->shi[a], pa, rl, a);
1350                 memset(&ssamp->shr[a], 0, sizeof(ShadeResult));
1351         }
1352         
1353         get_sample_layers(pa, rl, ssamp->rlpp);
1354 }
1355
1356 /* Do AO or (future) GI */
1357 void shade_samples_do_AO(ShadeSample *ssamp)
1358 {
1359         ShadeInput *shi;
1360         int sample;
1361         
1362         if(!(R.r.mode & R_SHADOW))
1363                 return;
1364         if(!(R.r.mode & R_RAYTRACE) && !(R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
1365                 return;
1366         
1367         if(R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) {
1368                 shi= &ssamp->shi[0];
1369
1370                 if(((shi->passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
1371                         || (shi->passflag & (SCE_PASS_AO|SCE_PASS_ENVIRONMENT|SCE_PASS_INDIRECT)))
1372                         for(sample=0, shi= ssamp->shi; sample<ssamp->tot; shi++, sample++)
1373                                 if(!(shi->mode & MA_SHLESS))
1374                                         ambient_occlusion(shi);         /* stores in shi->ao[] */
1375         }
1376 }
1377
1378
1379 void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
1380 {
1381         ShadeInput *shi;
1382         float xs, ys;
1383         
1384         ssamp->tot= 0;
1385         
1386         for(shi= ssamp->shi; ps; ps= ps->next) {
1387                 shade_input_set_triangle(shi, ps->obi, ps->facenr, 1);
1388                 
1389                 if(shi->vlr) {  /* NULL happens for env material or for 'all z' */
1390                         unsigned short curmask= ps->mask;
1391                         
1392                         /* full osa is only set for OSA renders */
1393                         if(shi->vlr->flag & R_FULL_OSA) {
1394                                 short shi_cp= 0, samp;
1395                                 
1396                                 for(samp=0; samp<R.osa; samp++) {
1397                                         if(curmask & (1<<samp)) {
1398                                                 /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
1399                                                 xs= (float)x + R.jit[samp][0] + 0.5f;
1400                                                 ys= (float)y + R.jit[samp][1] + 0.5f;
1401                                                 
1402                                                 if(shi_cp)
1403                                                         shade_input_copy_triangle(shi, shi-1);
1404                                                 
1405                                                 shi->mask= (1<<samp);
1406 //                                              shi->rl= ssamp->rlpp[samp];
1407                                                 shi->samplenr= R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
1408                                                 shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
1409                                                 shade_input_set_uv(shi);
1410                                                 if(shi_cp==0)
1411                                                         shade_input_set_normals(shi);
1412                                                 else  /* XXX shi->flippednor messes up otherwise */
1413                                                         shade_input_set_vertex_normals(shi);
1414                                                 
1415                                                 shi_cp= 1;
1416                                                 shi++;
1417                                         }
1418                                 }
1419                         }
1420                         else {
1421                                 if(R.osa) {
1422                                         short b= R.samples->centmask[curmask];
1423                                         xs= (float)x + R.samples->centLut[b & 15] + 0.5f;
1424                                         ys= (float)y + R.samples->centLut[b>>4] + 0.5f;
1425                                 }
1426                                 else {
1427                                         xs= (float)x + 0.5f;
1428                                         ys= (float)y + 0.5f;
1429                                 }
1430
1431                                 shi->mask= curmask;
1432                                 shi->samplenr= R.shadowsamplenr[shi->thread]++;
1433                                 shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
1434                                 shade_input_set_uv(shi);
1435                                 shade_input_set_normals(shi);
1436                                 shi++;
1437                         }
1438                         
1439                         /* total sample amount, shi->sample is static set in initialize */
1440                         if(shi!=ssamp->shi)
1441                                 ssamp->tot= (shi-1)->sample + 1;
1442                 }
1443         }
1444 }
1445
1446 /* shades samples, returns true if anything happened */
1447 int shade_samples(ShadeSample *ssamp, PixStr *ps, int x, int y)
1448 {
1449         shade_samples_fill_with_ps(ssamp, ps, x, y);
1450         
1451         if(ssamp->tot) {
1452                 ShadeInput *shi= ssamp->shi;
1453                 ShadeResult *shr= ssamp->shr;
1454                 int samp;
1455                 
1456                 /* if shadow or AO? */
1457                 shade_samples_do_AO(ssamp);
1458                 
1459                 /* if shade (all shadepinputs have same passflag) */
1460                 if(ssamp->shi[0].passflag & ~(SCE_PASS_Z|SCE_PASS_INDEXOB|SCE_PASS_INDEXMA)) {
1461
1462                         for(samp=0; samp<ssamp->tot; samp++, shi++, shr++) {
1463                                 shade_input_set_shade_texco(shi);
1464                                 shade_input_do_shade(shi, shr);
1465                         }
1466                 }
1467                 else if(shi->passflag & SCE_PASS_Z) {
1468                         for(samp=0; samp<ssamp->tot; samp++, shi++, shr++)
1469                                 shr->z= -shi->co[2];
1470                 }
1471                 
1472                 return 1;
1473         }
1474         return 0;
1475 }
1476