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blender-archive/source/blender/render/intern/source/shadeinput.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation
* All rights reserved.
*
* Contributors: Hos, Robert Wenzlaff.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/shadeinput.c
* \ingroup render
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_lamp_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "DNA_particle_types.h"
#include "BKE_scene.h"
#include "BKE_node.h"
/* local include */
#include "raycounter.h"
#include "render_types.h"
#include "renderdatabase.h"
#include "rendercore.h"
#include "shading.h"
#include "strand.h"
#include "texture.h"
#include "volumetric.h"
#include "zbuf.h"
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
/* only to be used here in this file, it's for speed */
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* Shade Sample order:
*
* - shade_samples_fill_with_ps()
* - for each sample
* - shade_input_set_triangle() <- if prev sample-face is same, use shade_input_copy_triangle()
* - if vlr
* - shade_input_set_viewco() <- not for ray or bake
* - shade_input_set_uv() <- not for ray or bake
* - shade_input_set_normals()
* - shade_samples()
* - if AO
* - shade_samples_do_AO()
* - if shading happens
* - for each sample
* - shade_input_set_shade_texco()
* - shade_samples_do_shade()
* - OSA: distribute sample result with filter masking
*
*/
/* initialize material variables in shadeinput,
* doing inverse gamma correction where applicable */
void shade_input_init_material(ShadeInput *shi)
{
/* note, keep this synced with render_types.h */
memcpy(&shi->r, &shi->mat->r, 23 * sizeof(float));
shi->har = shi->mat->har;
}
/* also used as callback for nodes */
/* delivers a fully filled in ShadeResult, for all passes */
void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
{
shade_lamp_loop(shi, shr); /* clears shr */
if (shi->translucency != 0.0f) {
ShadeResult shr_t;
float fac = shi->translucency;
shade_input_init_material(shi);
negate_v3_v3(shi->vn, shi->vno);
negate_v3(shi->facenor);
shi->depth++; /* hack to get real shadow now */
shade_lamp_loop(shi, &shr_t);
shi->depth--;
/* a couple of passes */
madd_v3_v3fl(shr->combined, shr_t.combined, fac);
if (shi->passflag & SCE_PASS_SPEC)
madd_v3_v3fl(shr->spec, shr_t.spec, fac);
if (shi->passflag & SCE_PASS_DIFFUSE) {
madd_v3_v3fl(shr->diff, shr_t.diff, fac);
madd_v3_v3fl(shr->diffshad, shr_t.diffshad, fac);
}
if (shi->passflag & SCE_PASS_SHADOW)
madd_v3_v3fl(shr->shad, shr_t.shad, fac);
negate_v3(shi->vn);
negate_v3(shi->facenor);
}
/* depth >= 1 when ray-shading */
if (shi->depth == 0 || shi->volume_depth > 0) {
if (R.r.mode & R_RAYTRACE) {
if (shi->ray_mirror != 0.0f || ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP) && shr->alpha != 1.0f)) {
/* ray trace works on combined, but gives pass info */
ray_trace(shi, shr);
}
}
/* disable adding of sky for raytransp */
if ((shi->mode & MA_TRANSP) && (shi->mode & MA_RAYTRANSP))
if ((shi->layflag & SCE_LAY_SKY) && (R.r.alphamode == R_ADDSKY))
shr->alpha = 1.0f;
}
if (R.r.mode & R_RAYTRACE) {
if (R.render_volumes_inside.first)
shade_volume_inside(shi, shr);
}
}
/* do a shade, finish up some passes, apply mist */
void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
{
bool compat = false;
float alpha;
/* ------ main shading loop -------- */
#ifdef RE_RAYCOUNTER
memset(&shi->raycounter, 0, sizeof(shi->raycounter));
#endif
if (shi->mat->nodetree && shi->mat->use_nodes) {
compat = ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
}
/* also run this when node shaders fail, due to incompatible shader nodes */
if (compat == false) {
/* copy all relevant material vars, note, keep this synced with render_types.h */
shade_input_init_material(shi);
if (shi->mat->material_type == MA_TYPE_VOLUME) {
if (R.r.mode & R_RAYTRACE) {
shade_volume_outside(shi, shr);
}
}
else { /* MA_TYPE_SURFACE, MA_TYPE_WIRE */
shade_material_loop(shi, shr);
}
}
/* copy additional passes */
if (shi->passflag & (SCE_PASS_VECTOR | SCE_PASS_NORMAL)) {
copy_v4_v4(shr->winspeed, shi->winspeed);
copy_v3_v3(shr->nor, shi->vn);
}
/* MIST */
if ((shi->passflag & SCE_PASS_MIST) || ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0)) {
if (R.r.mode & R_ORTHO)
shr->mist = mistfactor(-shi->co[2], shi->co);
else
shr->mist = mistfactor(len_v3(shi->co), shi->co);
}
else shr->mist = 0.0f;
if ((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST) == 0) {
alpha = shr->mist;
}
else alpha = 1.0f;
/* add mist and premul color */
if (shr->alpha != 1.0f || alpha != 1.0f) {
float fac = alpha * (shr->alpha);
shr->combined[3] = fac;
if (shi->mat->material_type != MA_TYPE_VOLUME)
mul_v3_fl(shr->combined, fac);
}
else
shr->combined[3] = 1.0f;
/* add z */
shr->z = -shi->co[2];
/* RAYHITS */
#if 0
if (1 || shi->passflag & SCE_PASS_RAYHITS) {
shr->rayhits[0] = (float)shi->raycounter.faces.test;
shr->rayhits[1] = (float)shi->raycounter.bb.hit;
shr->rayhits[2] = 0.0;
shr->rayhits[3] = 1.0;
}
#endif
RE_RC_MERGE(&re_rc_counter[shi->thread], &shi->raycounter);
}
/* **************************************************************************** */
/* ShadeInput */
/* **************************************************************************** */
void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3)
{
/* to prevent storing new tfaces or vcols, we check a split runtime */
/* 4---3 4---3 */
/* |\ 1| or |1 /| */
/* |0\ | |/ 0| */
/* 1---2 1---2 0 = orig face, 1 = new face */
/* Update vert nums to point to correct verts of original face */
if (vlr->flag & R_DIVIDE_24) {
if (vlr->flag & R_FACE_SPLIT) {
(*i1)++; (*i2)++; (*i3)++;
}
else {
(*i3)++;
}
}
else if (vlr->flag & R_FACE_SPLIT) {
(*i2)++; (*i3)++;
}
}
/* copy data from face to ShadeInput, general case */
/* indices 0 1 2 3 only */
void shade_input_set_triangle_i(ShadeInput *shi, ObjectInstanceRen *obi, VlakRen *vlr, short i1, short i2, short i3)
{
VertRen **vpp = &vlr->v1;
shi->vlr = vlr;
shi->obi = obi;
shi->obr = obi->obr;
shi->v1 = vpp[i1];
shi->v2 = vpp[i2];
shi->v3 = vpp[i3];
shi->i1 = i1;
shi->i2 = i2;
shi->i3 = i3;
/* note, shi->mat is set in node shaders */
shi->mat = shi->mat_override ? shi->mat_override : vlr->mat;
shi->osatex = (shi->mat->texco & TEXCO_OSA);
shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */
shi->mode2 = shi->mat->mode2_l;
/* facenormal copy, can get flipped */
shi->flippednor = 0;
RE_vlakren_get_normal(&R, obi, vlr, shi->facenor);
/* calculate vertexnormals */
if (vlr->flag & R_SMOOTH) {
copy_v3_v3(shi->n1, shi->v1->n);
copy_v3_v3(shi->n2, shi->v2->n);
copy_v3_v3(shi->n3, shi->v3->n);
if (obi->flag & R_TRANSFORMED) {
mul_m3_v3(obi->nmat, shi->n1); normalize_v3(shi->n1);
mul_m3_v3(obi->nmat, shi->n2); normalize_v3(shi->n2);
mul_m3_v3(obi->nmat, shi->n3); normalize_v3(shi->n3);
}
}
}
/* note, facenr declared volatile due to over-eager -O2 optimization's
* on cygwin (particularly -frerun-cse-after-loop)
*/
/* copy data from face to ShadeInput, scanline case */
void shade_input_set_triangle(ShadeInput *shi, volatile int obi, volatile int facenr, int UNUSED(normal_flip))
{
if (facenr > 0) {
shi->obi = &R.objectinstance[obi];
shi->obr = shi->obi->obr;
shi->facenr = (facenr - 1) & RE_QUAD_MASK;
if (shi->facenr < shi->obr->totvlak) {
VlakRen *vlr = RE_findOrAddVlak(shi->obr, shi->facenr);
if (facenr & RE_QUAD_OFFS)
shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 2, 3);
else
shade_input_set_triangle_i(shi, shi->obi, vlr, 0, 1, 2);
}
else
shi->vlr = NULL; /* general signal we got sky */
}
else
shi->vlr = NULL; /* general signal we got sky */
}
/* full osa case: copy static info */
void shade_input_copy_triangle(ShadeInput *shi, ShadeInput *from)
{
/* not so nice, but works... warning is in RE_shader_ext.h */
memcpy(shi, from, sizeof(struct ShadeInputCopy));
}
/* copy data from strand to shadeinput */
void shade_input_set_strand(ShadeInput *shi, StrandRen *strand, StrandPoint *spoint)
{
/* note, shi->mat is set in node shaders */
shi->mat = shi->mat_override ? shi->mat_override : strand->buffer->ma;
shi->osatex = (shi->mat->texco & TEXCO_OSA);
shi->mode = shi->mat->mode_l; /* or-ed result for all nodes */
/* shade_input_set_viewco equivalent */
copy_v3_v3(shi->co, spoint->co);
copy_v3_v3(shi->view, shi->co);
normalize_v3(shi->view);
shi->xs = (int)spoint->x;
shi->ys = (int)spoint->y;
if (shi->osatex || (R.r.mode & R_SHADOW)) {
copy_v3_v3(shi->dxco, spoint->dtco);
copy_v3_v3(shi->dyco, spoint->dsco);
}
/* dxview, dyview, not supported */
/* facenormal, simply viewco flipped */
copy_v3_v3(shi->facenor, spoint->nor);
/* shade_input_set_normals equivalent */
if (shi->mat->mode & MA_TANGENT_STR) {
copy_v3_v3(shi->vn, spoint->tan);
}
else {
float cross[3];
cross_v3_v3v3(cross, spoint->co, spoint->tan);
cross_v3_v3v3(shi->vn, cross, spoint->tan);
normalize_v3(shi->vn);
if (dot_v3v3(shi->vn, shi->view) < 0.0f)
negate_v3(shi->vn);
}
copy_v3_v3(shi->vno, shi->vn);
}
void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert *svert, StrandPoint *spoint)
{
StrandBuffer *strandbuf = strand->buffer;
ObjectRen *obr = strandbuf->obr;
StrandVert *sv;
int mode = shi->mode; /* or-ed result for all nodes */
short texco = shi->mat->texco;
if ((shi->mat->texco & TEXCO_REFL)) {
/* shi->dxview, shi->dyview, not supported */
}
if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL))) {
/* not supported */
}
if (mode & (MA_TANGENT_V | MA_NORMAP_TANG)) {
copy_v3_v3(shi->tang, spoint->tan);
copy_v3_v3(shi->nmaptang, spoint->tan);
}
if (mode & MA_STR_SURFDIFF) {
const float *surfnor = RE_strandren_get_surfnor(obr, strand, 0);
if (surfnor)
copy_v3_v3(shi->surfnor, surfnor);
else
copy_v3_v3(shi->surfnor, shi->vn);
if (shi->mat->strand_surfnor > 0.0f) {
shi->surfdist = 0.0f;
for (sv = strand->vert; sv != svert; sv++)
shi->surfdist += len_v3v3(sv->co, (sv + 1)->co);
shi->surfdist += spoint->t * len_v3v3(sv->co, (sv + 1)->co);
}
}
if (R.r.mode & R_SPEED) {
const float *speed;
speed = RE_strandren_get_winspeed(shi->obi, strand, 0);
if (speed)
copy_v4_v4(shi->winspeed, speed);
else
shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f;
}
/* shade_input_set_shade_texco equivalent */
if (texco & NEED_UV) {
if (texco & TEXCO_ORCO) {
copy_v3_v3(shi->lo, strand->orco);
/* no shi->osatex, orco derivatives are zero */
}
if (texco & TEXCO_GLOB) {
mul_v3_m4v3(shi->gl, R.viewinv, shi->co);
if (shi->osatex) {
mul_v3_mat3_m4v3(shi->dxgl, R.viewinv, shi->dxco);
mul_v3_mat3_m4v3(shi->dygl, R.viewinv, shi->dyco);
}
}
if (texco & TEXCO_STRAND) {
shi->strandco = spoint->strandco;
if (shi->osatex) {
shi->dxstrand = spoint->dtstrandco;
shi->dystrand = 0.0f;
}
}
if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE))) {
MCol *mcol;
const float *uv;
char *name;
int i;
shi->totuv = 0;
shi->totcol = 0;
shi->actuv = obr->actmtface;
shi->actcol = obr->actmcol;
if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) {
for (i = 0; (mcol = RE_strandren_get_mcol(obr, strand, i, &name, 0)); i++) {
ShadeInputCol *scol = &shi->col[i];
const char *cp = (char *)mcol;
shi->totcol++;
scol->name = name;
scol->col[0] = cp[3] / 255.0f;
scol->col[1] = cp[2] / 255.0f;
scol->col[2] = cp[1] / 255.0f;
scol->col[3] = cp[0] / 255.0f;
}
if (shi->totcol) {
shi->vcol[0] = shi->col[shi->actcol].col[0];
shi->vcol[1] = shi->col[shi->actcol].col[1];
shi->vcol[2] = shi->col[shi->actcol].col[2];
shi->vcol[3] = shi->col[shi->actcol].col[3];
}
else {
shi->vcol[0] = 0.0f;
shi->vcol[1] = 0.0f;
shi->vcol[2] = 0.0f;
shi->vcol[3] = 0.0f;
}
}
for (i = 0; (uv = RE_strandren_get_uv(obr, strand, i, &name, 0)); i++) {
ShadeInputUV *suv = &shi->uv[i];
shi->totuv++;
suv->name = name;
if (strandbuf->overrideuv == i) {
suv->uv[0] = -1.0f;
suv->uv[1] = spoint->strandco;
suv->uv[2] = 0.0f;
}
else {
suv->uv[0] = -1.0f + 2.0f * uv[0];
suv->uv[1] = -1.0f + 2.0f * uv[1];
suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
}
if (shi->osatex) {
suv->dxuv[0] = 0.0f;
suv->dxuv[1] = 0.0f;
suv->dyuv[0] = 0.0f;
suv->dyuv[1] = 0.0f;
}
if ((mode & MA_FACETEXTURE) && i == obr->actmtface) {
if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) {
shi->vcol[0] = 1.0f;
shi->vcol[1] = 1.0f;
shi->vcol[2] = 1.0f;
shi->vcol[3] = 1.0f;
}
}
}
if (shi->totuv == 0) {
ShadeInputUV *suv = &shi->uv[0];
suv->uv[0] = 0.0f;
suv->uv[1] = spoint->strandco;
suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
if (mode & MA_FACETEXTURE) {
/* no tface? set at 1.0f */
shi->vcol[0] = 1.0f;
shi->vcol[1] = 1.0f;
shi->vcol[2] = 1.0f;
shi->vcol[3] = 1.0f;
}
}
}
if (texco & TEXCO_NORM) {
shi->orn[0] = -shi->vn[0];
shi->orn[1] = -shi->vn[1];
shi->orn[2] = -shi->vn[2];
}
if (texco & TEXCO_STRESS) {
/* not supported */
}
if (texco & TEXCO_TANGENT) {
if ((mode & MA_TANGENT_V) == 0) {
/* just prevent surprises */
shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
}
}
}
/* this only avalailable for scanline renders */
if (shi->depth == 0) {
if (texco & TEXCO_WINDOW) {
shi->winco[0] = -1.0f + 2.0f * spoint->x / (float)R.winx;
shi->winco[1] = -1.0f + 2.0f * spoint->y / (float)R.winy;
shi->winco[2] = 0.0f;
/* not supported */
if (shi->osatex) {
shi->dxwin[0] = 0.0f;
shi->dywin[1] = 0.0f;
shi->dxwin[0] = 0.0f;
shi->dywin[1] = 0.0f;
}
}
}
if (shi->do_manage) {
if (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) {
srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
}
}
}
/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
void shade_input_calc_viewco(ShadeInput *shi, float x, float y, float z, float view[3], float dxyview[2], float co[3], float dxco[3], float dyco[3])
{
/* returns not normalized, so is in viewplane coords */
calc_view_vector(view, x, y);
if (shi->mat->material_type == MA_TYPE_WIRE) {
/* wire cannot use normal for calculating shi->co, so
* we reconstruct the coordinate less accurate */
if (R.r.mode & R_ORTHO)
calc_renderco_ortho(co, x, y, z);
else
calc_renderco_zbuf(co, view, z);
}
else {
/* for non-wire, intersect with the triangle to get the exact coord */
float fac, dface, v1[3];
copy_v3_v3(v1, shi->v1->co);
if (shi->obi->flag & R_TRANSFORMED)
mul_m4_v3(shi->obi->mat, v1);
dface = dot_v3v3(v1, shi->facenor);
/* ortho viewplane cannot intersect using view vector originating in (0,0,0) */
if (R.r.mode & R_ORTHO) {
/* x and y 3d coordinate can be derived from pixel coord and winmat */
float fx = 2.0f / (R.winx * R.winmat[0][0]);
float fy = 2.0f / (R.winy * R.winmat[1][1]);
co[0] = (x - 0.5f * R.winx) * fx - R.winmat[3][0] / R.winmat[0][0];
co[1] = (y - 0.5f * R.winy) * fy - R.winmat[3][1] / R.winmat[1][1];
/* using a*x + b*y + c*z = d equation, (a b c) is normal */
if (shi->facenor[2] != 0.0f)
co[2] = (dface - shi->facenor[0] * co[0] - shi->facenor[1] * co[1]) / shi->facenor[2];
else
co[2] = 0.0f;
if (dxco && dyco) {
dxco[0] = fx;
dxco[1] = 0.0f;
if (shi->facenor[2] != 0.0f)
dxco[2] = -(shi->facenor[0] * fx) / shi->facenor[2];
else
dxco[2] = 0.0f;
dyco[0] = 0.0f;
dyco[1] = fy;
if (shi->facenor[2] != 0.0f)
dyco[2] = -(shi->facenor[1] * fy) / shi->facenor[2];
else
dyco[2] = 0.0f;
if (dxyview) {
fac = (co[2] != 0.0f) ? (1.0f / co[2]) : 0.0f;
dxyview[0] = -R.viewdx * fac;
dxyview[1] = -R.viewdy * fac;
}
}
}
else {
float div;
div = dot_v3v3(shi->facenor, view);
if (div != 0.0f) fac = dface / div;
else fac = 0.0f;
co[0] = fac * view[0];
co[1] = fac * view[1];
co[2] = fac * view[2];
/* pixel dx/dy for render coord */
if (dxco && dyco) {
float u = dface / (div - R.viewdx * shi->facenor[0]);
float v = dface / (div - R.viewdy * shi->facenor[1]);
dxco[0] = co[0] - (view[0] - R.viewdx) * u;
dxco[1] = co[1] - (view[1]) * u;
dxco[2] = co[2] - (view[2]) * u;
dyco[0] = co[0] - (view[0]) * v;
dyco[1] = co[1] - (view[1] - R.viewdy) * v;
dyco[2] = co[2] - (view[2]) * v;
if (dxyview) {
if (fac != 0.0f) fac = 1.0f / fac;
dxyview[0] = -R.viewdx * fac;
dxyview[1] = -R.viewdy * fac;
}
}
}
}
/* set camera coords - for scanline, it's always 0.0,0.0,0.0 (render is in camera space)
* however for raytrace it can be different - the position of the last intersection */
shi->camera_co[0] = shi->camera_co[1] = shi->camera_co[2] = 0.0f;
/* cannot normalize earlier, code above needs it at viewplane level */
normalize_v3(view);
}
/* from scanline pixel coordinates to 3d coordinates, requires set_triangle */
void shade_input_set_viewco(ShadeInput *shi, float x, float y, float xs, float ys, float z)
{
float *dxyview = NULL, *dxco = NULL, *dyco = NULL;
/* currently in use for dithering (soft shadow), node preview, irregular shad */
shi->xs = (int)xs;
shi->ys = (int)ys;
/* original scanline coordinate without jitter */
shi->scanco[0] = x;
shi->scanco[1] = y;
shi->scanco[2] = z;
/* check if we need derivatives */
if (shi->osatex || (R.r.mode & R_SHADOW)) {
dxco = shi->dxco;
dyco = shi->dyco;
if ((shi->mat->texco & TEXCO_REFL))
dxyview = &shi->dxview;
}
shade_input_calc_viewco(shi, xs, ys, z, shi->view, dxyview, shi->co, dxco, dyco);
}
/* calculate U and V, for scanline (silly render face u and v are in range -1 to 0) */
void shade_input_set_uv(ShadeInput *shi)
{
VlakRen *vlr = shi->vlr;
if ((vlr->flag & R_SMOOTH) || (shi->mat->texco & NEED_UV) || (shi->passflag & SCE_PASS_UV)) {
float v1[3], v2[3], v3[3];
copy_v3_v3(v1, shi->v1->co);
copy_v3_v3(v2, shi->v2->co);
copy_v3_v3(v3, shi->v3->co);
if (shi->obi->flag & R_TRANSFORMED) {
mul_m4_v3(shi->obi->mat, v1);
mul_m4_v3(shi->obi->mat, v2);
mul_m4_v3(shi->obi->mat, v3);
}
/* exception case for wire render of edge */
if (vlr->v2 == vlr->v3) {
float lend, lenc;
lend = len_v3v3(v2, v1);
lenc = len_v3v3(shi->co, v1);
if (lend == 0.0f) {
shi->u = shi->v = 0.0f;
}
else {
shi->u = -(1.0f - lenc / lend);
shi->v = 0.0f;
}
if (shi->osatex) {
shi->dx_u = 0.0f;
shi->dx_v = 0.0f;
shi->dy_u = 0.0f;
shi->dy_v = 0.0f;
}
}
else {
/* most of this could become re-used for faces */
float detsh, t00, t10, t01, t11;
int axis1, axis2;
/* find most stable axis to project */
axis_dominant_v3(&axis1, &axis2, shi->facenor);
/* compute u,v and derivatives */
t00 = v3[axis1] - v1[axis1]; t01 = v3[axis2] - v1[axis2];
t10 = v3[axis1] - v2[axis1]; t11 = v3[axis2] - v2[axis2];
detsh = (t00 * t11 - t10 * t01);
detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f;
t00 *= detsh; t01 *= detsh;
t10 *= detsh; t11 *= detsh;
shi->u = (shi->co[axis1] - v3[axis1]) * t11 - (shi->co[axis2] - v3[axis2]) * t10;
shi->v = (shi->co[axis2] - v3[axis2]) * t00 - (shi->co[axis1] - v3[axis1]) * t01;
if (shi->osatex) {
shi->dx_u = shi->dxco[axis1] * t11 - shi->dxco[axis2] * t10;
shi->dx_v = shi->dxco[axis2] * t00 - shi->dxco[axis1] * t01;
shi->dy_u = shi->dyco[axis1] * t11 - shi->dyco[axis2] * t10;
shi->dy_v = shi->dyco[axis2] * t00 - shi->dyco[axis1] * t01;
}
/* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */
CLAMP(shi->u, -2.0f, 1.0f);
CLAMP(shi->v, -2.0f, 1.0f);
}
}
}
void shade_input_set_normals(ShadeInput *shi)
{
float u = shi->u, v = shi->v;
float l = 1.0f + u + v;
shi->flippednor = 0;
/* test flip normals to viewing direction */
if (!(shi->vlr->flag & R_TANGENT)) {
if (dot_v3v3(shi->facenor, shi->view) < 0.0f) {
negate_v3(shi->facenor);
shi->flippednor = 1;
}
}
/* calculate vertexnormals */
if (shi->vlr->flag & R_SMOOTH) {
float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
if (shi->flippednor) {
negate_v3(n1);
negate_v3(n2);
negate_v3(n3);
}
shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0];
shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1];
shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2];
/* use unnormalized normal (closer to games) */
copy_v3_v3(shi->nmapnorm, shi->vn);
normalize_v3(shi->vn);
}
else {
copy_v3_v3(shi->vn, shi->facenor);
copy_v3_v3(shi->nmapnorm, shi->vn);
}
/* used in nodes */
copy_v3_v3(shi->vno, shi->vn);
/* flip normals to viewing direction */
if (!(shi->vlr->flag & R_TANGENT))
if (dot_v3v3(shi->facenor, shi->view) < 0.0f)
shade_input_flip_normals(shi);
}
/* XXX shi->flippednor messes up otherwise */
void shade_input_set_vertex_normals(ShadeInput *shi)
{
float u = shi->u, v = shi->v;
float l = 1.0f + u + v;
/* calculate vertexnormals */
if (shi->vlr->flag & R_SMOOTH) {
const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
shi->vn[0] = l * n3[0] - u * n1[0] - v * n2[0];
shi->vn[1] = l * n3[1] - u * n1[1] - v * n2[1];
shi->vn[2] = l * n3[2] - u * n1[2] - v * n2[2];
/* use unnormalized normal (closer to games) */
copy_v3_v3(shi->nmapnorm, shi->vn);
normalize_v3(shi->vn);
}
else {
copy_v3_v3(shi->vn, shi->facenor);
copy_v3_v3(shi->nmapnorm, shi->vn);
}
/* used in nodes */
copy_v3_v3(shi->vno, shi->vn);
}
/* use by raytrace, sss, bake to flip into the right direction */
void shade_input_flip_normals(ShadeInput *shi)
{
negate_v3(shi->facenor);
negate_v3(shi->vn);
negate_v3(shi->vno);
negate_v3(shi->nmapnorm);
shi->flippednor = !shi->flippednor;
}
void shade_input_set_shade_texco(ShadeInput *shi)
{
ObjectInstanceRen *obi = shi->obi;
ObjectRen *obr = shi->obr;
VertRen *v1 = shi->v1, *v2 = shi->v2, *v3 = shi->v3;
float u = shi->u, v = shi->v;
float l = 1.0f + u + v, dl;
int mode = shi->mode; /* or-ed result for all nodes */
short texco = shi->mat->texco;
/* calculate dxno */
if (shi->vlr->flag & R_SMOOTH) {
if (shi->osatex && (texco & (TEXCO_NORM | TEXCO_REFL)) ) {
const float *n1 = shi->n1, *n2 = shi->n2, *n3 = shi->n3;
dl = shi->dx_u + shi->dx_v;
shi->dxno[0] = dl * n3[0] - shi->dx_u * n1[0] - shi->dx_v * n2[0];
shi->dxno[1] = dl * n3[1] - shi->dx_u * n1[1] - shi->dx_v * n2[1];
shi->dxno[2] = dl * n3[2] - shi->dx_u * n1[2] - shi->dx_v * n2[2];
dl = shi->dy_u + shi->dy_v;
shi->dyno[0] = dl * n3[0] - shi->dy_u * n1[0] - shi->dy_v * n2[0];
shi->dyno[1] = dl * n3[1] - shi->dy_u * n1[1] - shi->dy_v * n2[1];
shi->dyno[2] = dl * n3[2] - shi->dy_u * n1[2] - shi->dy_v * n2[2];
}
}
/* calc tangents */
if (mode & (MA_TANGENT_V | MA_NORMAP_TANG) || R.flag & R_NEED_TANGENT) {
const float *tangent, *s1, *s2, *s3;
float tl, tu, tv;
if (shi->vlr->flag & R_SMOOTH) {
tl = l;
tu = u;
tv = v;
}
else {
/* qdn: flat faces have tangents too,
* could pick either one, using average here */
tl = 1.0f / 3.0f;
tu = -1.0f / 3.0f;
tv = -1.0f / 3.0f;
}
shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
if (mode & MA_TANGENT_V) {
s1 = RE_vertren_get_tangent(obr, v1, 0);
s2 = RE_vertren_get_tangent(obr, v2, 0);
s3 = RE_vertren_get_tangent(obr, v3, 0);
if (s1 && s2 && s3) {
shi->tang[0] = (tl * s3[0] - tu * s1[0] - tv * s2[0]);
shi->tang[1] = (tl * s3[1] - tu * s1[1] - tv * s2[1]);
shi->tang[2] = (tl * s3[2] - tu * s1[2] - tv * s2[2]);
if (obi->flag & R_TRANSFORMED)
mul_m3_v3(obi->nmat, shi->tang);
normalize_v3(shi->tang);
copy_v3_v3(shi->nmaptang, shi->tang);
}
}
if (mode & MA_NORMAP_TANG || R.flag & R_NEED_TANGENT) {
tangent = RE_vlakren_get_nmap_tangent(obr, shi->vlr, 0);
if (tangent) {
int j1 = shi->i1, j2 = shi->i2, j3 = shi->i3;
float c0[3], c1[3], c2[3];
vlr_set_uv_indices(shi->vlr, &j1, &j2, &j3);
copy_v3_v3(c0, &tangent[j1 * 4]);
copy_v3_v3(c1, &tangent[j2 * 4]);
copy_v3_v3(c2, &tangent[j3 * 4]);
/* keeping tangents normalized at vertex level
* corresponds better to how it's done in game engines */
if (obi->flag & R_TRANSFORMED) {
mul_mat3_m4_v3(obi->mat, c0); normalize_v3(c0);
mul_mat3_m4_v3(obi->mat, c1); normalize_v3(c1);
mul_mat3_m4_v3(obi->mat, c2); normalize_v3(c2);
}
/* we don't normalize the interpolated TBN tangent
* corresponds better to how it's done in game engines */
shi->nmaptang[0] = (tl * c2[0] - tu * c0[0] - tv * c1[0]);
shi->nmaptang[1] = (tl * c2[1] - tu * c0[1] - tv * c1[1]);
shi->nmaptang[2] = (tl * c2[2] - tu * c0[2] - tv * c1[2]);
/* the sign is the same for all 3 vertices of any
* non degenerate triangle. */
shi->nmaptang[3] = tangent[j1 * 4 + 3];
}
}
}
if (mode & MA_STR_SURFDIFF) {
const float *surfnor = RE_vlakren_get_surfnor(obr, shi->vlr, 0);
if (surfnor) {
copy_v3_v3(shi->surfnor, surfnor);
if (obi->flag & R_TRANSFORMED)
mul_m3_v3(obi->nmat, shi->surfnor);
}
else
copy_v3_v3(shi->surfnor, shi->vn);
shi->surfdist = 0.0f;
}
if (R.r.mode & R_SPEED) {
const float *s1, *s2, *s3;
s1 = RE_vertren_get_winspeed(obi, v1, 0);
s2 = RE_vertren_get_winspeed(obi, v2, 0);
s3 = RE_vertren_get_winspeed(obi, v3, 0);
if (s1 && s2 && s3) {
shi->winspeed[0] = (l * s3[0] - u * s1[0] - v * s2[0]);
shi->winspeed[1] = (l * s3[1] - u * s1[1] - v * s2[1]);
shi->winspeed[2] = (l * s3[2] - u * s1[2] - v * s2[2]);
shi->winspeed[3] = (l * s3[3] - u * s1[3] - v * s2[3]);
}
else {
shi->winspeed[0] = shi->winspeed[1] = shi->winspeed[2] = shi->winspeed[3] = 0.0f;
}
}
/* pass option forces UV calc */
if ((shi->passflag & SCE_PASS_UV) || (R.flag & R_NEED_VCOL))
texco |= (NEED_UV | TEXCO_UV);
/* texture coordinates. shi->dxuv shi->dyuv have been set */
if (texco & NEED_UV) {
if (texco & TEXCO_ORCO) {
if (v1->orco) {
const float *o1, *o2, *o3;
o1 = v1->orco;
o2 = v2->orco;
o3 = v3->orco;
shi->lo[0] = l * o3[0] - u * o1[0] - v * o2[0];
shi->lo[1] = l * o3[1] - u * o1[1] - v * o2[1];
shi->lo[2] = l * o3[2] - u * o1[2] - v * o2[2];
if (shi->osatex) {
dl = shi->dx_u + shi->dx_v;
shi->dxlo[0] = dl * o3[0] - shi->dx_u * o1[0] - shi->dx_v * o2[0];
shi->dxlo[1] = dl * o3[1] - shi->dx_u * o1[1] - shi->dx_v * o2[1];
shi->dxlo[2] = dl * o3[2] - shi->dx_u * o1[2] - shi->dx_v * o2[2];
dl = shi->dy_u + shi->dy_v;
shi->dylo[0] = dl * o3[0] - shi->dy_u * o1[0] - shi->dy_v * o2[0];
shi->dylo[1] = dl * o3[1] - shi->dy_u * o1[1] - shi->dy_v * o2[1];
shi->dylo[2] = dl * o3[2] - shi->dy_u * o1[2] - shi->dy_v * o2[2];
}
}
copy_v3_v3(shi->duplilo, obi->dupliorco);
}
if (texco & TEXCO_GLOB) {
copy_v3_v3(shi->gl, shi->co);
mul_m4_v3(R.viewinv, shi->gl);
if (shi->osatex) {
copy_v3_v3(shi->dxgl, shi->dxco);
mul_mat3_m4_v3(R.viewinv, shi->dxgl);
copy_v3_v3(shi->dygl, shi->dyco);
mul_mat3_m4_v3(R.viewinv, shi->dygl);
}
}
if (texco & TEXCO_STRAND) {
shi->strandco = (l * v3->accum - u * v1->accum - v * v2->accum);
if (shi->osatex) {
dl = shi->dx_u + shi->dx_v;
shi->dxstrand = dl * v3->accum - shi->dx_u * v1->accum - shi->dx_v * v2->accum;
dl = shi->dy_u + shi->dy_v;
shi->dystrand = dl * v3->accum - shi->dy_u * v1->accum - shi->dy_v * v2->accum;
}
}
if ((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) {
VlakRen *vlr = shi->vlr;
MTFace *tface;
MCol *mcol;
char *name;
int i, j1 = shi->i1, j2 = shi->i2, j3 = shi->i3;
/* uv and vcols are not copied on split, so set them according vlr divide flag */
vlr_set_uv_indices(vlr, &j1, &j2, &j3);
shi->totuv = 0;
shi->totcol = 0;
shi->actuv = obr->actmtface;
shi->actcol = obr->actmcol;
if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) || (R.flag & R_NEED_VCOL)) {
for (i = 0; (mcol = RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) {
ShadeInputCol *scol = &shi->col[i];
const char *cp1, *cp2, *cp3;
float a[3];
shi->totcol++;
scol->name = name;
cp1 = (char *)(mcol + j1);
cp2 = (char *)(mcol + j2);
cp3 = (char *)(mcol + j3);
/* alpha values */
a[0] = ((float)cp1[0]) / 255.f;
a[1] = ((float)cp2[0]) / 255.f;
a[2] = ((float)cp3[0]) / 255.f;
scol->col[3] = l * a[2] - u * a[0] - v * a[1];
/* sample premultiplied color value */
scol->col[0] = (l * ((float)cp3[3]) * a[2] - u * ((float)cp1[3]) * a[0] - v * ((float)cp2[3]) * a[1]) / 255.f;
scol->col[1] = (l * ((float)cp3[2]) * a[2] - u * ((float)cp1[2]) * a[0] - v * ((float)cp2[2]) * a[1]) / 255.f;
scol->col[2] = (l * ((float)cp3[1]) * a[2] - u * ((float)cp1[1]) * a[0] - v * ((float)cp2[1]) * a[1]) / 255.f;
/* if not zero alpha, restore non-multiplied color */
if (scol->col[3]) {
mul_v3_fl(scol->col, 1.0f / scol->col[3]);
}
}
if (shi->totcol) {
shi->vcol[0] = shi->col[shi->actcol].col[0];
shi->vcol[1] = shi->col[shi->actcol].col[1];
shi->vcol[2] = shi->col[shi->actcol].col[2];
shi->vcol[3] = shi->col[shi->actcol].col[3];
}
else {
shi->vcol[0] = 0.0f;
shi->vcol[1] = 0.0f;
shi->vcol[2] = 0.0f;
shi->vcol[3] = 1.0f;
}
}
for (i = 0; (tface = RE_vlakren_get_tface(obr, vlr, i, &name, 0)); i++) {
ShadeInputUV *suv = &shi->uv[i];
const float *uv1 = tface->uv[j1];
const float *uv2 = tface->uv[j2];
const float *uv3 = tface->uv[j3];
shi->totuv++;
suv->name = name;
if ((shi->mat->mapflag & MA_MAPFLAG_UVPROJECT) && (shi->depth == 0)) {
float x = shi->xs;
float y = shi->ys;
float s1[2] = {-1.0f + 2.0f * uv1[0], -1.0f + 2.0f * uv1[1]};
float s2[2] = {-1.0f + 2.0f * uv2[0], -1.0f + 2.0f * uv2[1]};
float s3[2] = {-1.0f + 2.0f * uv3[0], -1.0f + 2.0f * uv3[1]};
float obwinmat[4][4], winmat[4][4], ho1[4], ho2[4], ho3[4];
float Zmulx, Zmuly;
float hox, hoy, l_proj, dl_proj, u_proj, v_proj;
float s00, s01, s10, s11, detsh;
/* old globals, localized now */
Zmulx = ((float)R.winx) / 2.0f;
Zmuly = ((float)R.winy) / 2.0f;
zbuf_make_winmat(&R, winmat);
if (shi->obi->flag & R_TRANSFORMED)
mul_m4_m4m4(obwinmat, winmat, obi->mat);
else
copy_m4_m4(obwinmat, winmat);
zbuf_render_project(obwinmat, v1->co, ho1);
zbuf_render_project(obwinmat, v2->co, ho2);
zbuf_render_project(obwinmat, v3->co, ho3);
s00 = ho3[0] / ho3[3] - ho1[0] / ho1[3];
s01 = ho3[1] / ho3[3] - ho1[1] / ho1[3];
s10 = ho3[0] / ho3[3] - ho2[0] / ho2[3];
s11 = ho3[1] / ho3[3] - ho2[1] / ho2[3];
detsh = s00 * s11 - s10 * s01;
detsh = (detsh != 0.0f) ? 1.0f / detsh : 0.0f;
s00 *= detsh; s01 *= detsh;
s10 *= detsh; s11 *= detsh;
/* recalc u and v again */
hox = x / Zmulx - 1.0f;
hoy = y / Zmuly - 1.0f;
u_proj = (hox - ho3[0] / ho3[3]) * s11 - (hoy - ho3[1] / ho3[3]) * s10;
v_proj = (hoy - ho3[1] / ho3[3]) * s00 - (hox - ho3[0] / ho3[3]) * s01;
l_proj = 1.0f + u_proj + v_proj;
suv->uv[0] = l_proj * s3[0] - u_proj * s1[0] - v_proj * s2[0];
suv->uv[1] = l_proj * s3[1] - u_proj * s1[1] - v_proj * s2[1];
suv->uv[2] = 0.0f;
if (shi->osatex) {
float dxuv[2], dyuv[2];
dxuv[0] = s11 / Zmulx;
dxuv[1] = -s01 / Zmulx;
dyuv[0] = -s10 / Zmuly;
dyuv[1] = s00 / Zmuly;
dl_proj = dxuv[0] + dxuv[1];
suv->dxuv[0] = dl_proj * s3[0] - dxuv[0] * s1[0] - dxuv[1] * s2[0];
suv->dxuv[1] = dl_proj * s3[1] - dxuv[0] * s1[1] - dxuv[1] * s2[1];
dl_proj = dyuv[0] + dyuv[1];
suv->dyuv[0] = dl_proj * s3[0] - dyuv[0] * s1[0] - dyuv[1] * s2[0];
suv->dyuv[1] = dl_proj * s3[1] - dyuv[0] * s1[1] - dyuv[1] * s2[1];
}
}
else {
suv->uv[0] = -1.0f + 2.0f * (l * uv3[0] - u * uv1[0] - v * uv2[0]);
suv->uv[1] = -1.0f + 2.0f * (l * uv3[1] - u * uv1[1] - v * uv2[1]);
suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
if (shi->osatex) {
float duv[2];
dl = shi->dx_u + shi->dx_v;
duv[0] = shi->dx_u;
duv[1] = shi->dx_v;
suv->dxuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]);
suv->dxuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]);
dl = shi->dy_u + shi->dy_v;
duv[0] = shi->dy_u;
duv[1] = shi->dy_v;
suv->dyuv[0] = 2.0f * (dl * uv3[0] - duv[0] * uv1[0] - duv[1] * uv2[0]);
suv->dyuv[1] = 2.0f * (dl * uv3[1] - duv[0] * uv1[1] - duv[1] * uv2[1]);
}
if ((mode & MA_FACETEXTURE) && i == obr->actmtface) {
if (((mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) == 0) && ((R.flag & R_NEED_VCOL) == 0)) {
shi->vcol[0] = 1.0f;
shi->vcol[1] = 1.0f;
shi->vcol[2] = 1.0f;
shi->vcol[3] = 1.0f;
}
if (tface->tpage) {
render_realtime_texture(shi, tface->tpage);
}
}
}
}
shi->dupliuv[0] = -1.0f + 2.0f * obi->dupliuv[0];
shi->dupliuv[1] = -1.0f + 2.0f * obi->dupliuv[1];
shi->dupliuv[2] = 0.0f;
if (shi->totuv == 0) {
ShadeInputUV *suv = &shi->uv[0];
suv->uv[0] = 2.0f * (u + .5f);
suv->uv[1] = 2.0f * (v + .5f);
suv->uv[2] = 0.0f; /* texture.c assumes there are 3 coords */
if (mode & MA_FACETEXTURE) {
/* no tface? set at 1.0f */
shi->vcol[0] = 1.0f;
shi->vcol[1] = 1.0f;
shi->vcol[2] = 1.0f;
shi->vcol[3] = 1.0f;
}
}
}
if (texco & TEXCO_NORM) {
shi->orn[0] = -shi->vn[0];
shi->orn[1] = -shi->vn[1];
shi->orn[2] = -shi->vn[2];
}
if (texco & TEXCO_STRESS) {
const float *s1, *s2, *s3;
s1 = RE_vertren_get_stress(obr, v1, 0);
s2 = RE_vertren_get_stress(obr, v2, 0);
s3 = RE_vertren_get_stress(obr, v3, 0);
if (s1 && s2 && s3) {
shi->stress = l * s3[0] - u * s1[0] - v * s2[0];
if (shi->stress < 1.0f) shi->stress -= 1.0f;
else shi->stress = (shi->stress - 1.0f) / shi->stress;
}
else shi->stress = 0.0f;
}
if (texco & TEXCO_TANGENT) {
if ((mode & MA_TANGENT_V) == 0) {
/* just prevent surprises */
shi->tang[0] = shi->tang[1] = shi->tang[2] = 0.0f;
shi->nmaptang[0] = shi->nmaptang[1] = shi->nmaptang[2] = 0.0f;
}
}
}
/* this only avalailable for scanline renders */
if (shi->depth == 0) {
float x = shi->xs;
float y = shi->ys;
if (texco & TEXCO_WINDOW) {
shi->winco[0] = -1.0f + 2.0f * x / (float)R.winx;
shi->winco[1] = -1.0f + 2.0f * y / (float)R.winy;
shi->winco[2] = 0.0f;
if (shi->osatex) {
shi->dxwin[0] = 2.0f / (float)R.winx;
shi->dywin[1] = 2.0f / (float)R.winy;
shi->dxwin[1] = shi->dxwin[2] = 0.0f;
shi->dywin[0] = shi->dywin[2] = 0.0f;
}
}
}
/* else {
* Note! For raytracing winco is not set,
* important because thus means all shader input's need to have their variables set to zero
* else un-initialized values are used
*/
if (shi->do_manage) {
if ((mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) || (R.flag & R_NEED_VCOL)) {
srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
}
}
}
/* ****************** ShadeSample ************************************** */
/* initialize per part, not per pixel! */
void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, int sample)
{
memset(shi, 0, sizeof(ShadeInput));
shi->sample = sample;
shi->thread = pa->thread;
shi->do_preview = (R.r.scemode & R_MATNODE_PREVIEW) != 0;
shi->do_manage = BKE_scene_check_color_management_enabled(R.scene);
shi->lay = rl->lay;
shi->layflag = rl->layflag;
shi->passflag = rl->passflag;
shi->combinedflag = ~rl->pass_xor;
shi->mat_override = rl->mat_override;
shi->light_override = rl->light_override;
// shi->rl= rl;
/* note shi.depth==0 means first hit, not raytracing */
}
/* initialize per part, not per pixel! */
void shade_sample_initialize(ShadeSample *ssamp, RenderPart *pa, RenderLayer *rl)
{
int a, tot;
tot = R.osa == 0 ? 1 : R.osa;
for (a = 0; a < tot; a++) {
shade_input_initialize(&ssamp->shi[a], pa, rl, a);
memset(&ssamp->shr[a], 0, sizeof(ShadeResult));
}
get_sample_layers(pa, rl, ssamp->rlpp);
}
/* Do AO or (future) GI */
void shade_samples_do_AO(ShadeSample *ssamp)
{
if (!(R.r.mode & R_SHADOW))
return;
if (!(R.r.mode & R_RAYTRACE) && !(R.wrld.ao_gather_method == WO_AOGATHER_APPROX))
return;
if (R.wrld.mode & (WO_AMB_OCC | WO_ENV_LIGHT | WO_INDIRECT_LIGHT)) {
ShadeInput *shi = &ssamp->shi[0];
int sample;
if (((shi->passflag & SCE_PASS_COMBINED) && (shi->combinedflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT))) ||
(shi->passflag & (SCE_PASS_AO | SCE_PASS_ENVIRONMENT | SCE_PASS_INDIRECT)))
{
for (sample = 0; sample < ssamp->tot; shi++, sample++)
if (!(shi->mode & MA_SHLESS))
ambient_occlusion(shi); /* stores in shi->ao[] */
}
}
}
void shade_samples_fill_with_ps(ShadeSample *ssamp, PixStr *ps, int x, int y)
{
ShadeInput *shi;
float xs, ys;
ssamp->tot = 0;
for (shi = ssamp->shi; ps; ps = ps->next) {
shade_input_set_triangle(shi, ps->obi, ps->facenr, 1);
if (shi->vlr) { /* NULL happens for env material or for 'all z' */
unsigned short curmask = ps->mask;
/* full osa is only set for OSA renders */
if (shi->vlr->flag & R_FULL_OSA) {
short shi_cp = 0, samp;
for (samp = 0; samp < R.osa; samp++) {
if (curmask & (1 << samp)) {
/* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
xs = (float)x + R.jit[samp][0] + 0.5f;
ys = (float)y + R.jit[samp][1] + 0.5f;
if (shi_cp)
shade_input_copy_triangle(shi, shi - 1);
shi->mask = (1 << samp);
// shi->rl= ssamp->rlpp[samp];
shi->samplenr = R.shadowsamplenr[shi->thread]++; /* this counter is not being reset per pixel */
shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
if (shi_cp == 0)
shade_input_set_normals(shi);
else /* XXX shi->flippednor messes up otherwise */
shade_input_set_vertex_normals(shi);
shi_cp = 1;
shi++;
}
}
}
else {
if (R.osa) {
short b = R.samples->centmask[curmask];
xs = (float)x + R.samples->centLut[b & 15] + 0.5f;
ys = (float)y + R.samples->centLut[b >> 4] + 0.5f;
}
else if (R.i.curblur) {
xs= (float)x + R.mblur_jit[R.i.curblur-1][0] + 0.5f;
ys= (float)y + R.mblur_jit[R.i.curblur-1][1] + 0.5f;
}
else {
xs = (float)x + 0.5f;
ys = (float)y + 0.5f;
}
shi->mask = curmask;
shi->samplenr = R.shadowsamplenr[shi->thread]++;
shade_input_set_viewco(shi, x, y, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
shade_input_set_normals(shi);
shi++;
}
/* total sample amount, shi->sample is static set in initialize */
if (shi != ssamp->shi)
ssamp->tot = (shi - 1)->sample + 1;
}
}
}
/* shades samples, returns true if anything happened */
int shade_samples(ShadeSample *ssamp, PixStr *ps, int x, int y)
{
shade_samples_fill_with_ps(ssamp, ps, x, y);
if (ssamp->tot) {
ShadeInput *shi = ssamp->shi;
ShadeResult *shr = ssamp->shr;
int samp;
/* if shadow or AO? */
shade_samples_do_AO(ssamp);
/* if shade (all shadepinputs have same passflag) */
if (ssamp->shi[0].passflag & ~(SCE_PASS_Z | SCE_PASS_INDEXOB | SCE_PASS_INDEXMA)) {
for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++) {
shade_input_set_shade_texco(shi);
shade_input_do_shade(shi, shr);
}
}
else if (shi->passflag & SCE_PASS_Z) {
for (samp = 0; samp < ssamp->tot; samp++, shi++, shr++)
shr->z = -shi->co[2];
}
return 1;
}
return 0;
}