Fix #20147: AO + onlyshadow wasn't being done right, also updated this

code to work with new ao/env separation.
This commit is contained in:
2010-02-07 11:17:19 +00:00
parent 65d05fca0d
commit 7d2c4384e2

View File

@@ -1538,18 +1538,21 @@ static void shade_lamp_loop_only_shadow(ShadeInput *shi, ShadeResult *shr)
}
/* quite disputable this... also note it doesn't mirror-raytrace */
if((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && shi->amb!=0.0f) {
if((R.wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT)) && shi->amb!=0.0f) {
float f;
f= 1.0f - shi->ao[0];
f= R.wrld.aoenergy*f*shi->amb;
if(R.wrld.aomix==WO_AOADD) {
shr->alpha += f;
shr->alpha *= f;
if(R.wrld.mode & WO_AMB_OCC) {
f= R.wrld.aoenergy*shi->amb;
if(R.wrld.aomix==WO_AOADD)
shr->alpha += f*(1.0f - rgb_to_grayscale(shi->ao));
else
shr->alpha= (1.0f - f)*shr->alpha + f*(1.0f - (1.0f - shr->alpha)*rgb_to_grayscale(shi->ao));
}
else if(R.wrld.aomix==WO_AOMUL) {
shr->alpha *= f;
if(R.wrld.mode & WO_ENV_LIGHT) {
f= R.wrld.ao_env_energy*shi->amb;
shr->alpha += f*(1.0f - rgb_to_grayscale(shi->env));
}
}
}