Files
test/source/blender/render/intern/source/envmap.c
Dalai Felinto aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00

815 lines
20 KiB
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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributors: 2004/2005/2006 Blender Foundation, full recode
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/envmap.c
* \ingroup render
*/
#include <math.h>
#include <string.h>
/* external modules: */
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h" /* for rectcpy */
#include "DNA_group_types.h"
#include "DNA_image_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_main.h"
#include "BKE_image.h" /* BKE_imbuf_write */
#include "BKE_texture.h"
#include "BKE_scene.h"
/* this module */
#include "render_types.h"
#include "envmap.h"
#include "renderdatabase.h"
#include "renderpipeline.h"
#include "texture.h"
#include "zbuf.h"
/* ------------------------------------------------------------------------- */
static void envmap_split_ima(EnvMap *env, ImBuf *ibuf)
{
int dx, part;
/* after lock we test cube[1], if set the other thread has done it fine */
BLI_lock_thread(LOCK_IMAGE);
if (env->cube[1] == NULL) {
BKE_texture_envmap_free_data(env);
dx = ibuf->y;
dx /= 2;
if (3 * dx == ibuf->x) {
env->type = ENV_CUBE;
env->ok = ENV_OSA;
}
else if (ibuf->x == ibuf->y) {
env->type = ENV_PLANE;
env->ok = ENV_OSA;
}
else {
printf("Incorrect envmap size\n");
env->ok = 0;
env->ima->ok = 0;
}
if (env->ok) {
if (env->type == ENV_CUBE) {
for (part = 0; part < 6; part++) {
env->cube[part] = IMB_allocImBuf(dx, dx, 24, IB_rect | IB_rectfloat);
}
IMB_float_from_rect(ibuf);
IMB_rectcpy(env->cube[0], ibuf,
0, 0, 0, 0, dx, dx);
IMB_rectcpy(env->cube[1], ibuf,
0, 0, dx, 0, dx, dx);
IMB_rectcpy(env->cube[2], ibuf,
0, 0, 2 * dx, 0, dx, dx);
IMB_rectcpy(env->cube[3], ibuf,
0, 0, 0, dx, dx, dx);
IMB_rectcpy(env->cube[4], ibuf,
0, 0, dx, dx, dx, dx);
IMB_rectcpy(env->cube[5], ibuf,
0, 0, 2 * dx, dx, dx, dx);
}
else { /* ENV_PLANE */
env->cube[1] = IMB_dupImBuf(ibuf);
IMB_float_from_rect(env->cube[1]);
}
}
}
BLI_unlock_thread(LOCK_IMAGE);
}
/* ------------------------------------------------------------------------- */
/* ****************** RENDER ********************** */
/* copy current render */
static Render *envmap_render_copy(Render *re, EnvMap *env)
{
Render *envre;
float viewscale;
int cuberes;
envre = RE_NewRender("Envmap");
env->lastsize = re->r.size;
cuberes = (env->cuberes * re->r.size) / 100;
cuberes &= 0xFFFC;
/* this flag has R_ZTRA in it for example */
envre->flag = re->flag;
/* set up renderdata */
render_copy_renderdata(&envre->r, &re->r);
envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
BLI_listbase_clear(&envre->r.layers);
BLI_listbase_clear(&envre->r.views);
envre->r.filtertype = 0;
envre->r.tilex = envre->r.xsch / 2;
envre->r.tiley = envre->r.ysch / 2;
envre->r.size = 100;
envre->r.yasp = envre->r.xasp = 1;
RE_InitState(envre, NULL, &envre->r, NULL, cuberes, cuberes, NULL);
envre->main = re->main;
envre->scene = re->scene; /* unsure about this... */
envre->scene_color_manage = re->scene_color_manage;
envre->lay = re->lay;
/* view stuff in env render */
viewscale = (env->type == ENV_PLANE) ? env->viewscale : 1.0f;
RE_SetEnvmapCamera(envre, env->object, viewscale, env->clipsta, env->clipend);
copy_m4_m4(envre->viewmat_orig, re->viewmat_orig);
/* callbacks */
envre->display_update = re->display_update;
envre->duh = re->duh;
envre->test_break = re->test_break;
envre->tbh = re->tbh;
envre->current_scene_update = re->current_scene_update;
envre->suh = re->suh;
/* and for the evil stuff; copy the database... */
envre->totvlak = re->totvlak;
envre->totvert = re->totvert;
envre->tothalo = re->tothalo;
envre->totstrand = re->totstrand;
envre->totlamp = re->totlamp;
envre->sortedhalos = re->sortedhalos;
envre->lights = re->lights;
envre->objecttable = re->objecttable;
envre->customdata_names = re->customdata_names;
envre->raytree = re->raytree;
envre->totinstance = re->totinstance;
envre->instancetable = re->instancetable;
envre->objectinstance = re->objectinstance;
envre->qmcsamplers = re->qmcsamplers;
return envre;
}
static void envmap_free_render_copy(Render *envre)
{
envre->totvlak = 0;
envre->totvert = 0;
envre->tothalo = 0;
envre->totstrand = 0;
envre->totlamp = 0;
envre->totinstance = 0;
envre->sortedhalos = NULL;
BLI_listbase_clear(&envre->lights);
BLI_listbase_clear(&envre->objecttable);
BLI_listbase_clear(&envre->customdata_names);
envre->raytree = NULL;
BLI_listbase_clear(&envre->instancetable);
envre->objectinstance = NULL;
envre->qmcsamplers = NULL;
RE_FreeRender(envre);
}
/* ------------------------------------------------------------------------- */
static void envmap_transmatrix(float mat[4][4], int part)
{
float tmat[4][4], eul[3], rotmat[4][4];
eul[0] = eul[1] = eul[2] = 0.0;
if (part == 0) { /* neg z */
/* pass */
}
else if (part == 1) { /* pos z */
eul[0] = M_PI;
}
else if (part == 2) { /* pos y */
eul[0] = M_PI / 2.0;
}
else if (part == 3) { /* neg x */
eul[0] = M_PI / 2.0;
eul[2] = M_PI / 2.0;
}
else if (part == 4) { /* neg y */
eul[0] = M_PI / 2.0;
eul[2] = M_PI;
}
else { /* pos x */
eul[0] = M_PI / 2.0;
eul[2] = -M_PI / 2.0;
}
copy_m4_m4(tmat, mat);
eul_to_mat4(rotmat, eul);
mul_m4_m4m4(mat, tmat, rotmat);
}
/* ------------------------------------------------------------------------- */
static void env_set_imats(Render *re)
{
BaseLegacy *base;
float mat[4][4];
base = re->scene->base.first;
while (base) {
mul_m4_m4m4(mat, re->viewmat, base->object->obmat);
invert_m4_m4(base->object->imat, mat);
base = base->next;
}
}
/* ------------------------------------------------------------------------- */
void env_rotate_scene(Render *re, float mat[4][4], int do_rotate)
{
ObjectRen *obr;
ObjectInstanceRen *obi;
LampRen *lar = NULL;
HaloRen *har = NULL;
float imat[3][3], mat_inverse[4][4], smat[4][4], tmat[4][4], cmat[3][3], tmpmat[4][4];
int a;
if (do_rotate == 0) {
invert_m4_m4(tmat, mat);
copy_m3_m4(imat, tmat);
copy_m4_m4(mat_inverse, mat);
}
else {
copy_m4_m4(tmat, mat);
copy_m3_m4(imat, mat);
invert_m4_m4(mat_inverse, tmat);
}
for (obi = re->instancetable.first; obi; obi = obi->next) {
/* append or set matrix depending on dupli */
if (obi->flag & R_DUPLI_TRANSFORMED) {
copy_m4_m4(tmpmat, obi->mat);
mul_m4_m4m4(obi->mat, tmat, tmpmat);
}
else if (do_rotate == 1)
copy_m4_m4(obi->mat, tmat);
else
unit_m4(obi->mat);
copy_m3_m4(cmat, obi->mat);
invert_m3_m3(obi->nmat, cmat);
transpose_m3(obi->nmat);
/* indicate the renderer has to use transform matrices */
if (do_rotate == 0)
obi->flag &= ~R_ENV_TRANSFORMED;
else {
obi->flag |= R_ENV_TRANSFORMED;
copy_m4_m4(obi->imat, mat_inverse);
}
}
for (obr = re->objecttable.first; obr; obr = obr->next) {
for (a = 0; a < obr->tothalo; a++) {
if ((a & 255) == 0) har = obr->bloha[a >> 8];
else har++;
mul_m4_v3(tmat, har->co);
}
/* imat_ren is needed for correct texture coordinates */
mul_m4_m4m4(obr->ob->imat_ren, re->viewmat, obr->ob->obmat);
invert_m4(obr->ob->imat_ren);
}
for (lar = re->lampren.first; lar; lar = lar->next) {
float lamp_imat[4][4];
/* copy from add_render_lamp */
if (do_rotate == 1)
mul_m4_m4m4(tmpmat, re->viewmat, lar->lampmat);
else
mul_m4_m4m4(tmpmat, re->viewmat_orig, lar->lampmat);
invert_m4_m4(lamp_imat, tmpmat);
copy_m3_m4(lar->mat, tmpmat);
copy_m3_m4(lar->imat, lamp_imat);
lar->vec[0]= -tmpmat[2][0];
lar->vec[1]= -tmpmat[2][1];
lar->vec[2]= -tmpmat[2][2];
normalize_v3(lar->vec);
lar->co[0]= tmpmat[3][0];
lar->co[1]= tmpmat[3][1];
lar->co[2]= tmpmat[3][2];
if (lar->type == LA_AREA) {
area_lamp_vectors(lar);
}
else if (lar->type == LA_SPOT) {
normalize_v3(lar->imat[0]);
normalize_v3(lar->imat[1]);
normalize_v3(lar->imat[2]);
lar->sh_invcampos[0] = -lar->co[0];
lar->sh_invcampos[1] = -lar->co[1];
lar->sh_invcampos[2] = -lar->co[2];
mul_m3_v3(lar->imat, lar->sh_invcampos);
lar->sh_invcampos[2] *= lar->sh_zfac;
if (lar->shb) {
if (do_rotate == 1) {
mul_m4_m4m4(smat, lar->shb->viewmat, mat_inverse);
mul_m4_m4m4(lar->shb->persmat, lar->shb->winmat, smat);
}
else mul_m4_m4m4(lar->shb->persmat, lar->shb->winmat, lar->shb->viewmat);
}
}
}
if (do_rotate) {
init_render_world(re);
env_set_imats(re);
}
}
/* ------------------------------------------------------------------------- */
static void env_layerflags(Render *re, unsigned int notlay)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
/* invert notlay, so if face is in multiple layers it will still be visible,
* unless all 'notlay' bits match the face bits.
* face: 0110
* not: 0100
* ~not: 1011
* now (face & ~not) is true
*/
notlay = ~notlay;
for (obr = re->objecttable.first; obr; obr = obr->next) {
if ((obr->lay & notlay) == 0) {
for (a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak;
else vlr++;
vlr->flag |= R_HIDDEN;
}
}
}
}
static void env_hideobject(Render *re, Object *ob)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
for (obr = re->objecttable.first; obr; obr = obr->next) {
for (a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak;
else vlr++;
if (obr->ob == ob)
vlr->flag |= R_HIDDEN;
}
}
}
static void env_showobjects(Render *re)
{
ObjectRen *obr;
VlakRen *vlr = NULL;
int a;
for (obr = re->objecttable.first; obr; obr = obr->next) {
for (a = 0; a < obr->totvlak; a++) {
if ((a & 255) == 0) vlr = obr->vlaknodes[a >> 8].vlak;
else vlr++;
vlr->flag &= ~R_HIDDEN;
}
}
}
/* ------------------------------------------------------------------------- */
static void render_envmap(Render *re, EnvMap *env)
{
/* only the cubemap and planar map is implemented */
Render *envre;
ImBuf *ibuf;
float orthmat[4][4];
float oldviewinv[4][4], mat[4][4], tmat[4][4];
short part;
/* need a recalc: ortho-render has no correct viewinv */
invert_m4_m4(oldviewinv, re->viewmat);
envre = envmap_render_copy(re, env);
/* precalc orthmat for object */
copy_m4_m4(orthmat, env->object->obmat);
normalize_m4(orthmat);
/* need imat later for texture imat */
mul_m4_m4m4(mat, re->viewmat, orthmat);
invert_m4_m4(tmat, mat);
copy_m3_m4(env->obimat, tmat);
for (part = 0; part < 6; part++) {
if (env->type == ENV_PLANE && part != 1)
continue;
re->display_clear(re->dch, envre->result);
copy_m4_m4(tmat, orthmat);
envmap_transmatrix(tmat, part);
invert_m4_m4(mat, tmat);
/* mat now is the camera 'viewmat' */
copy_m4_m4(envre->viewmat, mat);
copy_m4_m4(envre->viewinv, tmat);
/* we have to correct for the already rotated vertexcoords */
mul_m4_m4m4(tmat, envre->viewmat, oldviewinv);
invert_m4_m4(env->imat, tmat);
env_rotate_scene(envre, tmat, 1);
project_renderdata(envre, projectverto, 0, 0, 1);
env_layerflags(envre, env->notlay);
env_hideobject(envre, env->object);
if (re->test_break(re->tbh) == 0) {
RE_TileProcessor(envre);
}
/* rotate back */
env_showobjects(envre);
env_rotate_scene(envre, tmat, 0);
if (re->test_break(re->tbh) == 0) {
RenderLayer *rl = envre->result->layers.first;
int y;
float *alpha;
float *rect;
/* envmap is rendered independently of multiview */
rect = RE_RenderLayerGetPass(rl, SCE_PASS_COMBINED, "");
ibuf = IMB_allocImBuf(envre->rectx, envre->recty, 24, IB_rect | IB_rectfloat);
memcpy(ibuf->rect_float, rect, ibuf->channels * ibuf->x * ibuf->y * sizeof(float));
/* envmap renders without alpha */
alpha = ibuf->rect_float + 3;
for (y = ibuf->x * ibuf->y - 1; y >= 0; y--, alpha += 4)
*alpha = 1.0;
env->cube[part] = ibuf;
}
if (re->test_break(re->tbh)) break;
}
if (re->test_break(re->tbh)) BKE_texture_envmap_free_data(env);
else {
if (envre->r.mode & R_OSA) env->ok = ENV_OSA;
else env->ok = ENV_NORMAL;
env->lastframe = re->scene->r.cfra;
}
/* restore */
envmap_free_render_copy(envre);
env_set_imats(re);
}
/* ------------------------------------------------------------------------- */
void make_envmaps(Render *re)
{
Tex *tex;
bool do_init = false;
int depth = 0, trace;
if (!(re->r.mode & R_ENVMAP)) return;
/* we don't raytrace, disabling the flag will cause ray_transp render solid */
trace = (re->r.mode & R_RAYTRACE);
re->r.mode &= ~R_RAYTRACE;
re->i.infostr = IFACE_("Creating Environment maps");
re->stats_draw(re->sdh, &re->i);
/* 5 = hardcoded max recursion level */
while (depth < 5) {
tex = re->main->tex.first;
while (tex) {
if (tex->id.us && tex->type == TEX_ENVMAP) {
if (tex->env && tex->env->object) {
EnvMap *env = tex->env;
if (env->object->lay & re->lay) {
if (env->stype == ENV_LOAD) {
float orthmat[4][4], mat[4][4], tmat[4][4];
/* precalc orthmat for object */
copy_m4_m4(orthmat, env->object->obmat);
normalize_m4(orthmat);
/* need imat later for texture imat */
mul_m4_m4m4(mat, re->viewmat, orthmat);
invert_m4_m4(tmat, mat);
copy_m3_m4(env->obimat, tmat);
}
else {
/* decide if to render an envmap (again) */
if (env->depth >= depth) {
/* set 'recalc' to make sure it does an entire loop of recalcs */
if (env->ok) {
/* free when OSA, and old one isn't OSA */
if ((re->r.mode & R_OSA) && env->ok == ENV_NORMAL)
BKE_texture_envmap_free_data(env);
/* free when size larger */
else if (env->lastsize < re->r.size)
BKE_texture_envmap_free_data(env);
/* free when env is in recalcmode */
else if (env->recalc)
BKE_texture_envmap_free_data(env);
}
if (env->ok == 0 && depth == 0) env->recalc = 1;
if (env->ok == 0) {
do_init = true;
render_envmap(re, env);
if (depth == env->depth) env->recalc = 0;
}
}
}
}
}
}
tex = tex->id.next;
}
depth++;
}
if (do_init) {
re->display_init(re->dih, re->result);
re->display_clear(re->dch, re->result);
// re->flag |= R_REDRAW_PRV;
}
/* restore */
re->r.mode |= trace;
}
/* ------------------------------------------------------------------------- */
static int envcube_isect(EnvMap *env, const float vec[3], float answ[2])
{
float lambda;
int face;
if (env->type == ENV_PLANE) {
face = 1;
lambda = 1.0f / vec[2];
answ[0] = env->viewscale * lambda * vec[0];
answ[1] = -env->viewscale * lambda * vec[1];
}
else {
/* which face */
if (vec[2] <= -fabsf(vec[0]) && vec[2] <= -fabsf(vec[1]) ) {
face = 0;
lambda = -1.0f / vec[2];
answ[0] = lambda * vec[0];
answ[1] = lambda * vec[1];
}
else if (vec[2] >= fabsf(vec[0]) && vec[2] >= fabsf(vec[1])) {
face = 1;
lambda = 1.0f / vec[2];
answ[0] = lambda * vec[0];
answ[1] = -lambda * vec[1];
}
else if (vec[1] >= fabsf(vec[0])) {
face = 2;
lambda = 1.0f / vec[1];
answ[0] = lambda * vec[0];
answ[1] = lambda * vec[2];
}
else if (vec[0] <= -fabsf(vec[1])) {
face = 3;
lambda = -1.0f / vec[0];
answ[0] = lambda * vec[1];
answ[1] = lambda * vec[2];
}
else if (vec[1] <= -fabsf(vec[0])) {
face = 4;
lambda = -1.0f / vec[1];
answ[0] = -lambda * vec[0];
answ[1] = lambda * vec[2];
}
else {
face = 5;
lambda = 1.0f / vec[0];
answ[0] = -lambda * vec[1];
answ[1] = lambda * vec[2];
}
}
answ[0] = 0.5f + 0.5f * answ[0];
answ[1] = 0.5f + 0.5f * answ[1];
return face;
}
/* ------------------------------------------------------------------------- */
static void set_dxtdyt(float r_dxt[3], float r_dyt[3], const float dxt[3], const float dyt[3], int face)
{
if (face == 2 || face == 4) {
r_dxt[0] = dxt[0];
r_dyt[0] = dyt[0];
r_dxt[1] = dxt[2];
r_dyt[1] = dyt[2];
}
else if (face == 3 || face == 5) {
r_dxt[0] = dxt[1];
r_dxt[1] = dxt[2];
r_dyt[0] = dyt[1];
r_dyt[1] = dyt[2];
}
else {
r_dxt[0] = dxt[0];
r_dyt[0] = dyt[0];
r_dxt[1] = dxt[1];
r_dyt[1] = dyt[1];
}
}
/* ------------------------------------------------------------------------- */
int envmaptex(Tex *tex, const float texvec[3], float dxt[3], float dyt[3], int osatex, TexResult *texres, struct ImagePool *pool, const bool skip_load_image)
{
extern Render R; /* only in this call */
/* texvec should be the already reflected normal */
EnvMap *env;
ImBuf *ibuf;
float fac, vec[3], sco[3], dxts[3], dyts[3];
int face, face1;
env = tex->env;
if (env == NULL || (env->stype != ENV_LOAD && env->object == NULL)) {
texres->tin = 0.0;
return 0;
}
if (env->stype == ENV_LOAD) {
env->ima = tex->ima;
if (env->ima && env->ima->ok) {
if (env->cube[1] == NULL) {
ImBuf *ibuf_ima = BKE_image_pool_acquire_ibuf(env->ima, NULL, pool);
if (ibuf_ima)
envmap_split_ima(env, ibuf_ima);
else
env->ok = 0;
if (env->type == ENV_PLANE)
tex->extend = TEX_EXTEND;
BKE_image_pool_release_ibuf(env->ima, ibuf_ima, pool);
}
}
}
if (env->ok == 0) {
texres->tin = 0.0;
return 0;
}
/* rotate to envmap space, if object is set */
copy_v3_v3(vec, texvec);
if (env->object) {
mul_m3_v3(env->obimat, vec);
if (osatex) {
mul_m3_v3(env->obimat, dxt);
mul_m3_v3(env->obimat, dyt);
}
}
else {
if (!BKE_scene_use_world_space_shading(R.scene)) {
// texvec is in view space
mul_mat3_m4_v3(R.viewinv, vec);
if (osatex) {
mul_mat3_m4_v3(R.viewinv, dxt);
mul_mat3_m4_v3(R.viewinv, dyt);
}
}
}
face = envcube_isect(env, vec, sco);
ibuf = env->cube[face];
if (osatex) {
set_dxtdyt(dxts, dyts, dxt, dyt, face);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, texres, pool, skip_load_image);
/* edges? */
if (texres->ta < 1.0f) {
TexResult texr1, texr2;
texr1.nor = texr2.nor = NULL;
texr1.talpha = texr2.talpha = texres->talpha; /* boxclip expects this initialized */
add_v3_v3(vec, dxt);
face1 = envcube_isect(env, vec, sco);
sub_v3_v3(vec, dxt);
if (face != face1) {
ibuf = env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr1, pool, skip_load_image);
}
else texr1.tr = texr1.tg = texr1.tb = texr1.ta = 0.0;
/* here was the nasty bug! results were not zero-ed. FPE! */
add_v3_v3(vec, dyt);
face1 = envcube_isect(env, vec, sco);
sub_v3_v3(vec, dyt);
if (face != face1) {
ibuf = env->cube[face1];
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr2, pool, skip_load_image);
}
else texr2.tr = texr2.tg = texr2.tb = texr2.ta = 0.0;
fac = (texres->ta + texr1.ta + texr2.ta);
if (fac != 0.0f) {
fac = 1.0f / fac;
texres->tr = fac * (texres->ta * texres->tr + texr1.ta * texr1.tr + texr2.ta * texr2.tr);
texres->tg = fac * (texres->ta * texres->tg + texr1.ta * texr1.tg + texr2.ta * texr2.tg);
texres->tb = fac * (texres->ta * texres->tb + texr1.ta * texr1.tb + texr2.ta * texr2.tb);
}
texres->ta = 1.0;
}
}
else {
imagewrap(tex, NULL, ibuf, sco, texres, pool, skip_load_image);
}
return 1;
}