Files
goo-engine/source/blender/render/intern/source/shadeinput.c
T
Brecht Van Lommel 460dd7a7bb Render Instancing
=================

Big commit, but little user visible changes.

- Dupliverts and duplifaces are now rendered as instances, instead
  of storing all of the geometry for each dupli, now an instance is
  created with a matrix transform refering to the source object.
  This should allow us to render tree leaves more memory efficient.

- Radiosity and to some degree raytracing of such objects is not
  really efficient still. For radiosity this is fundamentally hard
  to solve, but raytracing an octree could be created for each object,
  but the current octree code with it's fixed size doesn't allow this
  efficiently.

- The regression tests survived, but with I expect that some bugs will
  pop up .. hopefully not too many :).

Implementation Notes
====================

- Dupligroups and linked meshes are not rendered as instances yet,
  since they can in fact be different due to various reasons,
  instancing of these types of duplis that are the same can be added
  for them at a later point.

- Each ObjectRen now stores it's own database, instead of there being
  one big databases of faces, verts, .. . Which objects that are actually
  rendered are defined by the list of ObjectRenInstances, which all refer
  to an ObjectRen.

- Homogeneous coordinatess and clipping is now not stored in vertices
  anymore, but instead computed on the fly. This couldn't work for
  instances. That does mean some extra computation has to be done, but
  memory lookups can be slow too, and this saves some memory. Overall
  I didn't find a significant speed impact.

- OSA rendering for solid and ztransp now is different. Instead of e.g.
  going 8 times over the databases times and rendering the z-buffer, it
  now goes over the database once and renders each polygon 8 times. That
  was necessary to keep instances efficient, and can also give some
  performance improvement without instances.

- There was already instancing support in the yafray export code, now it
  uses Blender's render instances for export.

- UV and color layer storage in the render was a bit messy before, now
  should be easier to understand.

- convertblender.c was reorganized somewhat. Regular render, speedvector
  and baking now use a single function to create the database, previously
  there was code duplicated for it.

- Some of these changes were done with future multithreading of scene
  and shadow buffer creation in mind, though especially for scene creation
  much work remains to be done to make it threadsafe, since it also involves
  a lot of code from blenkernel, and there is an ugly conflict with the way
  dupli groups work here .. though in the render code itself it's almost there.
2007-12-15 20:41:45 +00:00

1331 lines
35 KiB
C

/**
* $Id:
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation
* All rights reserved.
*
* Contributors: Hos, Robert Wenzlaff.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include "MTC_matrixops.h"
#include "BLI_arithb.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "BKE_utildefines.h"
#include "BKE_node.h"
/* local include */
#include "renderpipeline.h"
#include "render_types.h"
#include "renderdatabase.h"
#include "rendercore.h"
#include "shadbuf.h"
#include "shading.h"
#include "strand.h"
#include "texture.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;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
#define VECADDISFAC(v1,v3,fac) {*(v1)+= *(v3)*(fac); *(v1+1)+= *(v3+1)*(fac); *(v1+2)+= *(v3+2)*(fac);}
/* 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
*/
/* 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;
/* gotta copy it again */
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
shi->har= shi->mat->har;
VECCOPY(shi->vn, shi->vno);
VECMUL(shi->vn, -1.0f);
VECMUL(shi->facenor, -1.0f);
shi->depth++; /* hack to get real shadow now */
shade_lamp_loop(shi, &shr_t);
shi->depth--;
/* a couple of passes */
VECADDISFAC(shr->combined, shr_t.combined, fac);
if(shi->passflag & SCE_PASS_SPEC)
VECADDISFAC(shr->spec, shr_t.spec, fac);
if(shi->passflag & SCE_PASS_DIFFUSE)
VECADDISFAC(shr->diff, shr_t.diff, fac);
if(shi->passflag & SCE_PASS_SHADOW)
VECADDISFAC(shr->shad, shr_t.shad, fac);
VECMUL(shi->vn, -1.0f);
VECMUL(shi->facenor, -1.0f);
}
/* depth >= 1 when ray-shading */
if(shi->depth==0) {
if(R.r.mode & R_RAYTRACE) {
if(shi->ray_mirror!=0.0f || ((shi->mat->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->mat->mode & MA_RAYTRANSP)
if(shi->layflag & SCE_LAY_SKY)
shr->alpha= 1.0f;
}
}
/* do a shade, finish up some passes, apply mist */
void shade_input_do_shade(ShadeInput *shi, ShadeResult *shr)
{
float alpha;
/* ------ main shading loop -------- */
if(shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
}
else {
/* copy all relevant material vars, note, keep this synced with render_types.h */
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
shi->har= shi->mat->har;
shade_material_loop(shi, shr);
}
/* copy additional passes */
if(shi->passflag & (SCE_PASS_VECTOR|SCE_PASS_NORMAL|SCE_PASS_RADIO)) {
QUATCOPY(shr->winspeed, shi->winspeed);
VECCOPY(shr->nor, shi->vn);
VECCOPY(shr->rad, shi->rad);
}
/* MIST */
if((R.wrld.mode & WO_MIST) && (shi->mat->mode & MA_NOMIST)==0 ) {
if(R.r.mode & R_ORTHO)
alpha= mistfactor(-shi->co[2], shi->co);
else
alpha= mistfactor(VecLength(shi->co), shi->co);
}
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;
shr->combined[0]*= fac;
shr->combined[1]*= fac;
shr->combined[2]*= fac;
}
else shr->combined[3]= 1.0f;
}
/* **************************************************************************** */
/* 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)++;
}
}
static void normal_transform(float imat[][3], float *nor)
{
float xn, yn, zn;
xn= nor[0];
yn= nor[1];
zn= nor[2];
nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
}
/* 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 */
/* facenormal copy, can get flipped */
shi->flippednor= RE_vlakren_get_normal(&R, obi, vlr, shi->facenor);
/* copy of original pre-flipped normal, for geometry->front/back node output */
VECCOPY(shi->orignor, shi->facenor);
if(shi->flippednor)
VECMUL(shi->orignor, -1.0f);
/* calculate vertexnormals */
if(vlr->flag & R_SMOOTH) {
VECCOPY(shi->n1, shi->v1->n);
VECCOPY(shi->n2, shi->v2->n);
VECCOPY(shi->n3, shi->v3->n);
if(obi->flag & R_TRANSFORMED) {
normal_transform(obi->imat, shi->n1);
normal_transform(obi->imat, shi->n2);
normal_transform(obi->imat, shi->n3);
}
if(!(vlr->flag & (R_NOPUNOFLIP|R_TANGENT))) {
if(INPR(shi->facenor, shi->n1) < 0.0f) {
shi->n1[0]= -shi->n1[0];
shi->n1[1]= -shi->n1[1];
shi->n1[2]= -shi->n1[2];
}
if(INPR(shi->facenor, shi->n2) < 0.0f) {
shi->n2[0]= -shi->n2[0];
shi->n2[1]= -shi->n2[1];
shi->n2[2]= -shi->n2[2];
}
if(INPR(shi->facenor, shi->n3) < 0.0f) {
shi->n3[0]= -shi->n3[0];
shi->n3[1]= -shi->n3[1];
shi->n3[2]= -shi->n3[2];
}
}
}
}
/* note, facenr declared volatile due to over-eager -O2 optimizations
* 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 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 */
VECCOPY(shi->co, spoint->co);
VECCOPY(shi->view, shi->co);
Normalize(shi->view);
shi->xs= (int)spoint->x;
shi->ys= (int)spoint->y;
if(shi->osatex || (R.r.mode & R_SHADOW)) {
VECCOPY(shi->dxco, spoint->dtco);
VECCOPY(shi->dyco, spoint->dsco);
}
/* dxview, dyview, not supported */
/* facenormal, simply viewco flipped */
VECCOPY(shi->facenor, spoint->nor);
VECCOPY(shi->orignor, shi->facenor);
/* shade_input_set_normals equivalent */
if(shi->mat->mode & MA_TANGENT_STR)
VECCOPY(shi->vn, spoint->tan)
else
VECCOPY(shi->vn, spoint->nor)
VECCOPY(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)) {
VECCOPY(shi->tang, spoint->tan);
}
if(mode & MA_STR_SURFDIFF) {
float *surfnor= RE_strandren_get_surfnor(obr, strand, 0);
if(surfnor)
VECCOPY(shi->surfnor, surfnor)
else
VECCOPY(shi->surfnor, shi->vn)
if(shi->mat->strand_surfnor > 0.0f) {
shi->surfdist= 0.0f;
for(sv=strand->vert; sv!=svert; sv++)
shi->surfdist+=VecLenf(sv->co, (sv+1)->co);
shi->surfdist += 0.5f*(spoint->strandco+1.0f)*VecLenf(sv->co, (sv+1)->co);
}
}
if(R.r.mode & R_SPEED) {
float *speed;
speed= RE_strandren_get_winspeed(shi->obi, strand, 0);
if(speed)
QUATCOPY(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) {
VECCOPY(shi->lo, strand->orco);
/* no shi->osatex, orco derivatives are zero */
}
if(texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(R.viewinv, shi->gl);
if(shi->osatex) {
VECCOPY(shi->dxgl, shi->dxco);
MTC_Mat3MulVecfl(R.imat, shi->dxco);
VECCOPY(shi->dygl, shi->dyco);
MTC_Mat3MulVecfl(R.imat, shi->dyco);
}
}
if(texco & TEXCO_STRAND) {
shi->strand= 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;
float *uv;
char *name;
int i;
shi->totuv= 0;
shi->totcol= 0;
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];
char *cp= (char*)mcol;
shi->totcol++;
scol->name= name;
scol->col[0]= cp[0]/255.0f;
scol->col[1]= cp[1]/255.0f;
scol->col[2]= cp[2]/255.0f;
}
if(shi->totcol) {
shi->vcol[0]= shi->col[0].col[0];
shi->vcol[1]= shi->col[0].col[1];
shi->vcol[2]= shi->col[0].col[2];
}
else {
shi->vcol[0]= 0.0f;
shi->vcol[1]= 0.0f;
shi->vcol[2]= 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==0) {
if((mode & (MA_VERTEXCOL|MA_VERTEXCOLP))==0) {
shi->vcol[0]= 1.0f;
shi->vcol[1]= 1.0f;
shi->vcol[2]= 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;
}
}
}
if(texco & TEXCO_NORM) {
shi->orn[0]= -shi->vn[0];
shi->orn[1]= -shi->vn[1];
shi->orn[2]= -shi->vn[2];
}
if(mode & MA_RADIO) {
/* not supported */
}
if(texco & TEXCO_REFL) {
/* mirror reflection color textures (and envmap) */
calc_R_ref(shi); /* wrong location for normal maps! XXXXXXXXXXXXXX */
}
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->rad[0]= shi->rad[1]= shi->rad[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(texco & TEXCO_STICKY) {
/* not supported */
}
}
}
/* scanline pixel coordinates */
/* requires set_triangle */
void shade_input_set_viewco(ShadeInput *shi, float x, float y, float z)
{
float fac;
/* currently in use for dithering (soft shadow), node preview, irregular shad */
shi->xs= (int)(x);
shi->ys= (int)(y);
calc_view_vector(shi->view, x, y); /* returns not normalized, so is in viewplane coords */
/* wire cannot use normal for calculating shi->co */
if(shi->mat->mode & MA_WIRE) {
if(R.r.mode & R_ORTHO)
calc_renderco_ortho(shi->co, x, y, z);
else
calc_renderco_zbuf(shi->co, shi->view, z);
}
else {
float dface, v1[3];
VECCOPY(v1, shi->v1->co);
if(shi->obi->flag & R_TRANSFORMED)
Mat4MulVecfl(shi->obi->mat, v1);
dface= v1[0]*shi->facenor[0]+v1[1]*shi->facenor[1]+v1[2]*shi->facenor[2];
/* 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]);
shi->co[0]= (x - 0.5f*R.winx)*fx - R.winmat[3][0]/R.winmat[0][0];
shi->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)
shi->co[2]= (dface - shi->facenor[0]*shi->co[0] - shi->facenor[1]*shi->co[1])/shi->facenor[2];
else
shi->co[2]= 0.0f;
if(shi->osatex || (R.r.mode & R_SHADOW) ) {
shi->dxco[0]= fx;
shi->dxco[1]= 0.0f;
if(shi->facenor[2]!=0.0f)
shi->dxco[2]= (shi->facenor[0]*fx)/shi->facenor[2];
else
shi->dxco[2]= 0.0f;
shi->dyco[0]= 0.0f;
shi->dyco[1]= fy;
if(shi->facenor[2]!=0.0f)
shi->dyco[2]= (shi->facenor[1]*fy)/shi->facenor[2];
else
shi->dyco[2]= 0.0f;
if( (shi->mat->texco & TEXCO_REFL) ) {
if(shi->co[2]!=0.0f) fac= 1.0f/shi->co[2]; else fac= 0.0f;
shi->dxview= -R.viewdx*fac;
shi->dyview= -R.viewdy*fac;
}
}
}
else {
float div;
div= shi->facenor[0]*shi->view[0] + shi->facenor[1]*shi->view[1] + shi->facenor[2]*shi->view[2];
if (div!=0.0f) fac= dface/div;
else fac= 0.0f;
shi->co[0]= fac*shi->view[0];
shi->co[1]= fac*shi->view[1];
shi->co[2]= fac*shi->view[2];
/* pixel dx/dy for render coord */
if(shi->osatex || (R.r.mode & R_SHADOW) ) {
float u= dface/(div - R.viewdx*shi->facenor[0]);
float v= dface/(div - R.viewdy*shi->facenor[1]);
shi->dxco[0]= shi->co[0]- (shi->view[0]-R.viewdx)*u;
shi->dxco[1]= shi->co[1]- (shi->view[1])*u;
shi->dxco[2]= shi->co[2]- (shi->view[2])*u;
shi->dyco[0]= shi->co[0]- (shi->view[0])*v;
shi->dyco[1]= shi->co[1]- (shi->view[1]-R.viewdy)*v;
shi->dyco[2]= shi->co[2]- (shi->view[2])*v;
if( (shi->mat->texco & TEXCO_REFL) ) {
if(fac!=0.0f) fac= 1.0f/fac;
shi->dxview= -R.viewdx*fac;
shi->dyview= -R.viewdy*fac;
}
}
}
}
/* cannot normalize earlier, code above needs it at viewplane level */
Normalize(shi->view);
}
/* 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];
VECCOPY(v1, shi->v1->co);
VECCOPY(v2, shi->v2->co);
VECCOPY(v3, shi->v3->co);
if(shi->obi->flag & R_TRANSFORMED) {
Mat4MulVecfl(shi->obi->mat, v1);
Mat4MulVecfl(shi->obi->mat, v2);
Mat4MulVecfl(shi->obi->mat, v3);
}
/* exception case for wire render of edge */
if(vlr->v2==vlr->v3) {
float lend, lenc;
lend= VecLenf(v2, v1);
lenc= VecLenf(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, xn, yn, zn;
int axis1, axis2;
/* find most stable axis to project */
xn= fabs(shi->facenor[0]);
yn= fabs(shi->facenor[1]);
zn= fabs(shi->facenor[2]);
if(zn>=xn && zn>=yn) { axis1= 0; axis2= 1; }
else if(yn>=xn && yn>=zn) { axis1= 0; axis2= 2; }
else { axis1= 1; axis2= 2; }
/* 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= 1.0f/(t00*t11-t10*t01);
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;
/* calculate vertexnormals */
if(shi->vlr->flag & R_SMOOTH) {
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];
Normalize(shi->vn);
}
else
VECCOPY(shi->vn, shi->facenor);
/* used in nodes */
VECCOPY(shi->vno, shi->vn);
}
/* use by raytrace, sss, bake to flip into the right direction */
void shade_input_flip_normals(ShadeInput *shi)
{
shi->facenor[0]= -shi->facenor[0];
shi->facenor[1]= -shi->facenor[1];
shi->facenor[2]= -shi->facenor[2];
shi->vn[0]= -shi->vn[0];
shi->vn[1]= -shi->vn[1];
shi->vn[2]= -shi->vn[2];
shi->vno[0]= -shi->vno[0];
shi->vno[1]= -shi->vno[1];
shi->vno[2]= -shi->vno[2];
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 and tangents */
if(shi->vlr->flag & R_SMOOTH) {
if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL)) ) {
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];
}
/* qdn: normalmap tangent space */
if (mode & (MA_TANGENT_V|MA_NORMAP_TANG) || R.flag & R_NEED_TANGENT) {
float *s1, *s2, *s3;
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]= (l*s3[0] - u*s1[0] - v*s2[0]);
shi->tang[1]= (l*s3[1] - u*s1[1] - v*s2[1]);
shi->tang[2]= (l*s3[2] - u*s1[2] - v*s2[2]);
if(obi->flag & R_TRANSFORMED)
normal_transform(obi->imat, shi->tang);
/* qdn: normalize just in case */
Normalize(shi->tang);
}
else shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
}
}
else {
/* qdn: normalmap tangent space */
if (mode & (MA_TANGENT_V|MA_NORMAP_TANG) || R.flag & R_NEED_TANGENT) {
/* qdn: flat faces have tangents too,
could pick either one, using average here */
float *s1 = RE_vertren_get_tangent(obr, v1, 0);
float *s2 = RE_vertren_get_tangent(obr, v2, 0);
float *s3 = RE_vertren_get_tangent(obr, v3, 0);
if (s1 && s2 && s3) {
shi->tang[0] = (s1[0] + s2[0] + s3[0]);
shi->tang[1] = (s1[1] + s2[1] + s3[1]);
shi->tang[2] = (s1[2] + s2[2] + s3[2]);
if(obi->flag & R_TRANSFORMED)
normal_transform(obi->imat, shi->tang);
Normalize(shi->tang);
}
else shi->tang[0]= shi->tang[1]= shi->tang[2]= 0.0f;
}
}
if(mode & MA_STR_SURFDIFF) {
float *surfnor= RE_vlakren_get_surfnor(obr, shi->vlr, 0);
if(surfnor) {
VECCOPY(shi->surfnor, surfnor)
if(obi->flag & R_TRANSFORMED)
normal_transform(obi->imat, shi->surfnor);
}
else
VECCOPY(shi->surfnor, shi->vn)
shi->surfdist= 0.0f;
}
if(R.r.mode & R_SPEED) {
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)
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) {
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];
}
}
}
if(texco & TEXCO_GLOB) {
VECCOPY(shi->gl, shi->co);
MTC_Mat4MulVecfl(R.viewinv, shi->gl);
if(shi->osatex) {
VECCOPY(shi->dxgl, shi->dxco);
MTC_Mat3MulVecfl(R.imat, shi->dxco);
VECCOPY(shi->dygl, shi->dyco);
MTC_Mat3MulVecfl(R.imat, shi->dyco);
}
}
if(texco & TEXCO_STRAND) {
shi->strand= (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))) {
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)) {
for (i=0; (mcol=RE_vlakren_get_mcol(obr, vlr, i, &name, 0)); i++) {
ShadeInputCol *scol= &shi->col[i];
char *cp1, *cp2, *cp3;
shi->totcol++;
scol->name= name;
cp1= (char *)(mcol+j1);
cp2= (char *)(mcol+j2);
cp3= (char *)(mcol+j3);
scol->col[0]= (l*((float)cp3[3]) - u*((float)cp1[3]) - v*((float)cp2[3]))/255.0f;
scol->col[1]= (l*((float)cp3[2]) - u*((float)cp1[2]) - v*((float)cp2[2]))/255.0f;
scol->col[2]= (l*((float)cp3[1]) - u*((float)cp1[1]) - v*((float)cp2[1]))/255.0f;
}
if(shi->totcol) {
shi->vcol[0]= shi->col[0].col[0];
shi->vcol[1]= shi->col[0].col[1];
shi->vcol[2]= shi->col[0].col[2];
shi->vcol[3]= 1.0f;
}
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];
float *uv1, *uv2, *uv3;
shi->totuv++;
suv->name= name;
uv1= tface->uv[j1];
uv2= tface->uv[j2];
uv3= tface->uv[j3];
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) {
shi->vcol[0]= 1.0f;
shi->vcol[1]= 1.0f;
shi->vcol[2]= 1.0f;
shi->vcol[3]= 1.0f;
}
if(tface && tface->tpage)
render_realtime_texture(shi, tface->tpage);
}
}
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(mode & MA_RADIO) {
float *r1, *r2, *r3;
r1= RE_vertren_get_rad(obr, v1, 0);
r2= RE_vertren_get_rad(obr, v2, 0);
r3= RE_vertren_get_rad(obr, v3, 0);
if(r1 && r2 && r3) {
shi->rad[0]= (l*r3[0] - u*r1[0] - v*r2[0]);
shi->rad[1]= (l*r3[1] - u*r1[1] - v*r2[1]);
shi->rad[2]= (l*r3[2] - u*r1[2] - v*r2[2]);
}
else
shi->rad[0]= shi->rad[1]= shi->rad[2]= 0.0f;
}
else
shi->rad[0]= shi->rad[1]= shi->rad[2]= 0.0f;
if(texco & TEXCO_REFL) {
/* mirror reflection color textures (and envmap) */
calc_R_ref(shi); /* wrong location for normal maps! XXXXXXXXXXXXXX */
}
if(texco & TEXCO_STRESS) {
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;
}
}
}
else
shi->rad[0]= shi->rad[1]= shi->rad[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;
}
}
if(texco & TEXCO_STICKY) {
float *s1, *s2, *s3;
s1= RE_vertren_get_sticky(obr, v1, 0);
s2= RE_vertren_get_sticky(obr, v2, 0);
s3= RE_vertren_get_sticky(obr, v3, 0);
if(s1 && s2 && s3) {
float winmat[4][4], ho1[4], ho2[4], ho3[4];
float Zmulx, Zmuly;
float hox, hoy, l, dl, u, v;
float s00, s01, s10, s11, detsh;
/* old globals, localized now */
Zmulx= ((float)R.winx)/2.0f; Zmuly= ((float)R.winy)/2.0f;
if(shi->obi->flag & R_TRANSFORMED)
zbuf_make_winmat(&R, shi->obi->mat, winmat);
else
zbuf_make_winmat(&R, NULL, winmat);
zbuf_render_project(winmat, v1->co, ho1);
zbuf_render_project(winmat, v2->co, ho2);
zbuf_render_project(winmat, 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;
s00/= detsh; s01/=detsh;
s10/=detsh; s11/=detsh;
/* recalc u and v again */
hox= x/Zmulx -1.0f;
hoy= y/Zmuly -1.0f;
u= (hox - ho3[0]/ho3[3])*s11 - (hoy - ho3[1]/ho3[3])*s10;
v= (hoy - ho3[1]/ho3[3])*s00 - (hox - ho3[0]/ho3[3])*s01;
l= 1.0f+u+v;
shi->sticky[0]= l*s3[0]-u*s1[0]-v*s2[0];
shi->sticky[1]= l*s3[1]-u*s1[1]-v*s2[1];
shi->sticky[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= dxuv[0] + dxuv[1];
shi->dxsticky[0]= dl*s3[0] - dxuv[0]*s1[0] - dxuv[1]*s2[0];
shi->dxsticky[1]= dl*s3[1] - dxuv[0]*s1[1] - dxuv[1]*s2[1];
dl= dyuv[0] + dyuv[1];
shi->dysticky[0]= dl*s3[0] - dyuv[0]*s1[0] - dyuv[1]*s2[0];
shi->dysticky[1]= dl*s3[1] - dyuv[0]*s1[1] - dyuv[1]*s2[1];
}
}
}
}
}
/* ****************** 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_NODE_PREVIEW;
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;
/* 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));
}
ssamp->samplenr= 0; /* counter, detect shadow-reuse for shaders */
}
/* Do AO or (future) GI */
void shade_samples_do_AO(ShadeSample *ssamp)
{
ShadeInput *shi;
int sample;
if(!(R.r.mode & R_SHADOW))
return;
if(!(R.r.mode & R_RAYTRACE))
return;
if(R.wrld.mode & WO_AMB_OCC)
if(ssamp->shi[0].passflag & (SCE_PASS_COMBINED|SCE_PASS_AO))
for(sample=0, shi= ssamp->shi; sample<ssamp->tot; shi++, sample++)
if(!(shi->mode & MA_SHLESS))
ambient_occlusion(shi); /* stores in shi->ao[] */
}
static 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)) {
xs= (float)x + R.jit[samp][0] + 0.5f; /* zbuffer has this inverse corrected, ensures xs,ys are inside pixel */
ys= (float)y + R.jit[samp][1] + 0.5f;
if(shi_cp)
shade_input_copy_triangle(shi, shi-1);
shi->mask= (1<<samp);
shi->samplenr= ssamp->samplenr++;
shade_input_set_viewco(shi, xs, ys, (float)ps->z);
shade_input_set_uv(shi);
shade_input_set_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 {
xs= (float)x + 0.5f;
ys= (float)y + 0.5f;
}
shi->mask= curmask;
shi->samplenr= ssamp->samplenr++;
shade_input_set_viewco(shi, 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)) {
for(samp=0; samp<ssamp->tot; samp++, shi++, shr++) {
shade_input_set_shade_texco(shi);
shade_input_do_shade(shi, shr);
}
}
return 1;
}
return 0;
}