Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
718 lines
17 KiB
C
718 lines
17 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributors: 2004/2005/2006 Blender Foundation, full recode
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <string.h>
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/* external modules: */
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#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_threads.h"
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#include "IMB_imbuf_types.h"
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#include "IMB_imbuf.h" /* for rectcpy */
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#include "DNA_group_types.h"
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#include "DNA_image_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BKE_image.h" // BKE_write_ibuf
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "MTC_matrixops.h"
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/* this module */
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#include "render_types.h"
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#include "renderpipeline.h"
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#include "envmap.h"
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#include "rendercore.h"
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#include "renderdatabase.h"
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#include "texture.h"
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#include "zbuf.h"
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#include "initrender.h"
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/* ------------------------------------------------------------------------- */
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static void envmap_split_ima(EnvMap *env, ImBuf *ibuf)
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{
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int dx, part;
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BKE_free_envmapdata(env);
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dx= ibuf->y;
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dx/= 2;
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if(3*dx != ibuf->x) {
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printf("Incorrect envmap size\n");
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env->ok= 0;
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env->ima->ok= 0;
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}
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else {
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for(part=0; part<6; part++) {
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env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect, 0);
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}
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IMB_rectcpy(env->cube[0], ibuf,
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0, 0, 0, 0, dx, dx);
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IMB_rectcpy(env->cube[1], ibuf,
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0, 0, dx, 0, dx, dx);
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IMB_rectcpy(env->cube[2], ibuf,
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0, 0, 2*dx, 0, dx, dx);
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IMB_rectcpy(env->cube[3], ibuf,
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0, 0, 0, dx, dx, dx);
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IMB_rectcpy(env->cube[4], ibuf,
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0, 0, dx, dx, dx, dx);
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IMB_rectcpy(env->cube[5], ibuf,
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0, 0, 2*dx, dx, dx, dx);
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env->ok= ENV_OSA;
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}
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}
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/* ------------------------------------------------------------------------- */
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/* ****************** RENDER ********************** */
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/* copy current render */
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static Render *envmap_render_copy(Render *re, EnvMap *env)
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{
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Render *envre;
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int cuberes;
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envre= RE_NewRender("Envmap");
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env->lastsize= re->r.size;
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cuberes = (env->cuberes * re->r.size) / 100;
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cuberes &= 0xFFFC;
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/* this flag has R_ZTRA in it for example */
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envre->flag= re->flag;
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/* set up renderdata */
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envre->r= re->r;
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envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
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envre->r.layers.first= envre->r.layers.last= NULL;
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envre->r.filtertype= 0;
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envre->r.xparts= envre->r.yparts= 2;
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envre->r.bufflag= 0;
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envre->r.size= 100;
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envre->r.yasp= envre->r.xasp= 1;
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RE_InitState(envre, &envre->r, cuberes, cuberes, NULL);
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envre->scene= re->scene; /* unsure about this... */
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/* view stuff in env render */
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envre->lens= 16.0f;
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if(env->type==ENV_PLANE)
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envre->lens*= env->viewscale;
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envre->ycor= 1.0f;
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envre->clipsta= env->clipsta; /* render_scene_set_window() respects this for now */
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envre->clipend= env->clipend;
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RE_SetCamera(envre, env->object);
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/* callbacks */
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envre->display_draw= re->display_draw;
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envre->test_break= re->test_break;
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/* and for the evil stuff; copy the database... */
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envre->totvlak= re->totvlak;
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envre->totvert= re->totvert;
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envre->tothalo= re->tothalo;
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envre->totlamp= re->totlamp;
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envre->lights= re->lights;
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envre->vertnodeslen= re->vertnodeslen;
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envre->vertnodes= re->vertnodes;
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envre->blohalen= re->blohalen;
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envre->bloha= re->bloha;
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envre->vlaknodeslen= re->vlaknodeslen;
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envre->vlaknodes= re->vlaknodes;
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envre->customdata_names= re->customdata_names;
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envre->oc= re->oc;
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return envre;
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}
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static void envmap_free_render_copy(Render *envre)
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{
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envre->totvlak= 0;
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envre->totvert= 0;
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envre->tothalo= 0;
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envre->totlamp= 0;
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envre->lights.first= envre->lights.last= NULL;
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envre->vertnodeslen= 0;
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envre->vertnodes= NULL;
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envre->blohalen= 0;
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envre->bloha= NULL;
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envre->vlaknodeslen= 0;
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envre->vlaknodes= NULL;
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envre->customdata_names.first= envre->customdata_names.last= NULL;
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envre->oc.adrbranch= NULL;
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envre->oc.adrnode= NULL;
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RE_FreeRender(envre);
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}
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/* ------------------------------------------------------------------------- */
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static void envmap_transmatrix(float mat[][4], int part)
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{
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float tmat[4][4], eul[3], rotmat[4][4];
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eul[0]= eul[1]= eul[2]= 0.0;
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if(part==0) { /* neg z */
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;
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} else if(part==1) { /* pos z */
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eul[0]= M_PI;
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} else if(part==2) { /* pos y */
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eul[0]= M_PI/2.0;
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} else if(part==3) { /* neg x */
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eul[0]= M_PI/2.0;
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eul[2]= M_PI/2.0;
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} else if(part==4) { /* neg y */
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eul[0]= M_PI/2.0;
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eul[2]= M_PI;
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} else { /* pos x */
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eul[0]= M_PI/2.0;
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eul[2]= -M_PI/2.0;
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}
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MTC_Mat4CpyMat4(tmat, mat);
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EulToMat4(eul, rotmat);
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MTC_Mat4MulSerie(mat, tmat, rotmat,
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0, 0, 0,
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0, 0, 0);
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}
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/* ------------------------------------------------------------------------- */
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static void env_rotate_scene(Render *re, float mat[][4], int mode)
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{
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GroupObject *go;
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VlakRen *vlr = NULL;
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VertRen *ver = NULL;
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LampRen *lar = NULL;
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HaloRen *har = NULL;
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float xn, yn, zn, imat[3][3], pmat[4][4], smat[4][4], tmat[4][4], cmat[3][3];
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int a;
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if(mode==0) {
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MTC_Mat4Invert(tmat, mat);
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MTC_Mat3CpyMat4(imat, tmat);
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}
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else {
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MTC_Mat4CpyMat4(tmat, mat);
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MTC_Mat3CpyMat4(imat, mat);
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}
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for(a=0; a<re->totvert; a++) {
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if((a & 255)==0) ver= RE_findOrAddVert(re, a);
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else ver++;
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MTC_Mat4MulVecfl(tmat, ver->co);
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xn= ver->n[0];
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yn= ver->n[1];
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zn= ver->n[2];
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/* no transpose ! */
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ver->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
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ver->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
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ver->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
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Normalise(ver->n);
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}
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for(a=0; a<re->tothalo; a++) {
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if((a & 255)==0) har= re->bloha[a>>8];
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else har++;
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MTC_Mat4MulVecfl(tmat, har->co);
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}
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for(a=0; a<re->totvlak; a++) {
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if((a & 255)==0) vlr= re->vlaknodes[a>>8].vlak;
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else vlr++;
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xn= vlr->n[0];
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yn= vlr->n[1];
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zn= vlr->n[2];
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/* no transpose ! */
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vlr->n[0]= imat[0][0]*xn+imat[1][0]*yn+imat[2][0]*zn;
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vlr->n[1]= imat[0][1]*xn+imat[1][1]*yn+imat[2][1]*zn;
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vlr->n[2]= imat[0][2]*xn+imat[1][2]*yn+imat[2][2]*zn;
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Normalise(vlr->n);
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}
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set_normalflags(re);
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for(go=re->lights.first; go; go= go->next) {
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lar= go->lampren;
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/* removed here some horrible code of someone in NaN who tried to fix
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prototypes... just solved by introducing a correct cmat[3][3] instead
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of using smat. this works, check square spots in reflections (ton) */
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Mat3CpyMat3(cmat, lar->imat);
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Mat3MulMat3(lar->imat, cmat, imat);
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MTC_Mat3MulVecfl(imat, lar->vec);
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MTC_Mat4MulVecfl(tmat, lar->co);
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lar->sh_invcampos[0]= -lar->co[0];
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lar->sh_invcampos[1]= -lar->co[1];
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lar->sh_invcampos[2]= -lar->co[2];
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MTC_Mat3MulVecfl(lar->imat, lar->sh_invcampos);
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lar->sh_invcampos[2]*= lar->sh_zfac;
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if(lar->shb) {
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if(mode==1) {
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MTC_Mat4Invert(pmat, mat);
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MTC_Mat4MulMat4(smat, pmat, lar->shb->viewmat);
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MTC_Mat4MulMat4(lar->shb->persmat, smat, lar->shb->winmat);
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}
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else MTC_Mat4MulMat4(lar->shb->persmat, lar->shb->viewmat, lar->shb->winmat);
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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static void env_layerflags(Render *re, unsigned int notlay)
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{
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VlakRen *vlr = NULL;
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int a;
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/* invert notlay, so if face is in multiple layers it will still be visible,
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unless all 'notlay' bits match the face bits.
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face: 0110
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not: 0100
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~not: 1011
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now (face & ~not) is true
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*/
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notlay= ~notlay;
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for(a=0; a<re->totvlak; a++) {
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if((a & 255)==0) vlr= re->vlaknodes[a>>8].vlak;
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else vlr++;
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if((vlr->lay & notlay)==0)
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vlr->flag &= ~R_VISIBLE;
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}
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}
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static void env_hideobject(Render *re, Object *ob)
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{
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VlakRen *vlr = NULL;
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int a;
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for(a=0; a<re->totvlak; a++) {
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if((a & 255)==0) vlr= re->vlaknodes[a>>8].vlak;
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else vlr++;
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if(vlr->ob == ob) vlr->flag &= ~R_VISIBLE;
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}
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}
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/* ------------------------------------------------------------------------- */
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static void env_set_imats(Render *re)
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{
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Base *base;
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float mat[4][4];
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base= G.scene->base.first;
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while(base) {
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MTC_Mat4MulMat4(mat, base->object->obmat, re->viewmat);
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MTC_Mat4Invert(base->object->imat, mat);
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base= base->next;
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}
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}
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/* ------------------------------------------------------------------------- */
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static void render_envmap(Render *re, EnvMap *env)
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{
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/* only the cubemap and planar map is implemented */
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Render *envre;
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ImBuf *ibuf;
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float orthmat[4][4];
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float oldviewinv[4][4], mat[4][4], tmat[4][4];
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short part;
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/* need a recalc: ortho-render has no correct viewinv */
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MTC_Mat4Invert(oldviewinv, re->viewmat);
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envre= envmap_render_copy(re, env);
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/* precalc orthmat for object */
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MTC_Mat4CpyMat4(orthmat, env->object->obmat);
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MTC_Mat4Ortho(orthmat);
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/* need imat later for texture imat */
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MTC_Mat4MulMat4(mat, orthmat, re->viewmat);
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MTC_Mat4Invert(tmat, mat);
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MTC_Mat3CpyMat4(env->obimat, tmat);
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for(part=0; part<6; part++) {
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if(env->type==ENV_PLANE && part!=1)
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continue;
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re->display_clear(envre->result);
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MTC_Mat4CpyMat4(tmat, orthmat);
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envmap_transmatrix(tmat, part);
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MTC_Mat4Invert(mat, tmat);
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/* mat now is the camera 'viewmat' */
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MTC_Mat4CpyMat4(envre->viewmat, mat);
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MTC_Mat4CpyMat4(envre->viewinv, tmat);
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/* we have to correct for the already rotated vertexcoords */
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MTC_Mat4MulMat4(tmat, oldviewinv, envre->viewmat);
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MTC_Mat4Invert(env->imat, tmat);
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env_rotate_scene(envre, tmat, 1);
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init_render_world(envre);
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project_renderdata(envre, projectverto, 0, 0);
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env_layerflags(envre, env->notlay);
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env_hideobject(envre, env->object);
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env_set_imats(envre);
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if(re->test_break()==0) {
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RE_TileProcessor(envre, 0);
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}
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/* rotate back */
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env_rotate_scene(envre, tmat, 0);
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if(re->test_break()==0) {
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RenderLayer *rl= envre->result->layers.first;
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ibuf= IMB_allocImBuf(envre->rectx, envre->recty, 24, IB_rect, 0);
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ibuf->rect_float= rl->rectf;
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IMB_rect_from_float(ibuf);
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ibuf->rect_float= NULL;
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env->cube[part]= ibuf;
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}
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if(re->test_break()) break;
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}
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if(re->test_break()) BKE_free_envmapdata(env);
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else {
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if(envre->r.mode & R_OSA) env->ok= ENV_OSA;
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else env->ok= ENV_NORMAL;
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env->lastframe= G.scene->r.cfra; /* hurmf */
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}
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/* restore */
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envmap_free_render_copy(envre);
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env_set_imats(re);
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}
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/* ------------------------------------------------------------------------- */
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void make_envmaps(Render *re)
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{
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Tex *tex;
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int do_init= 0, depth= 0, trace;
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if (!(re->r.mode & R_ENVMAP)) return;
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/* we dont raytrace, disabling the flag will cause ray_transp render solid */
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trace= (re->r.mode & R_RAYTRACE);
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re->r.mode &= ~R_RAYTRACE;
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re->i.infostr= "Creating Environment maps";
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re->stats_draw(&re->i);
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/* 5 = hardcoded max recursion level */
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while(depth<5) {
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tex= G.main->tex.first;
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while(tex) {
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if(tex->id.us && tex->type==TEX_ENVMAP) {
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if(tex->env && tex->env->object) {
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EnvMap *env= tex->env;
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if(env->object->lay & G.scene->lay) {
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if(env->stype==ENV_LOAD) {
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float orthmat[4][4], mat[4][4], tmat[4][4];
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/* precalc orthmat for object */
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MTC_Mat4CpyMat4(orthmat, env->object->obmat);
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MTC_Mat4Ortho(orthmat);
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/* need imat later for texture imat */
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MTC_Mat4MulMat4(mat, orthmat, re->viewmat);
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MTC_Mat4Invert(tmat, mat);
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MTC_Mat3CpyMat4(env->obimat, tmat);
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}
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else {
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/* decide if to render an envmap (again) */
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if(env->depth >= depth) {
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|
|
|
/* 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_free_envmapdata(env);
|
|
/* free when size larger */
|
|
else if(env->lastsize < re->r.size)
|
|
BKE_free_envmapdata(env);
|
|
/* free when env is in recalcmode */
|
|
else if(env->recalc)
|
|
BKE_free_envmapdata(env);
|
|
}
|
|
|
|
if(env->ok==0 && depth==0) env->recalc= 1;
|
|
|
|
if(env->ok==0) {
|
|
do_init= 1;
|
|
render_envmap(re, env);
|
|
|
|
if(depth==env->depth) env->recalc= 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
tex= tex->id.next;
|
|
}
|
|
depth++;
|
|
}
|
|
|
|
if(do_init) {
|
|
re->display_init(re->result);
|
|
re->display_clear(re->result);
|
|
// re->flag |= R_REDRAW_PRV;
|
|
}
|
|
// restore
|
|
re->r.mode |= trace;
|
|
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
static int envcube_isect(EnvMap *env, float *vec, float *answ)
|
|
{
|
|
float labda;
|
|
int face;
|
|
|
|
if(env->type==ENV_PLANE) {
|
|
face= 1;
|
|
|
|
labda= 1.0/vec[2];
|
|
answ[0]= env->viewscale*labda*vec[0];
|
|
answ[1]= -env->viewscale*labda*vec[1];
|
|
}
|
|
else {
|
|
/* which face */
|
|
if( vec[2]<=-fabs(vec[0]) && vec[2]<=-fabs(vec[1]) ) {
|
|
face= 0;
|
|
labda= -1.0/vec[2];
|
|
answ[0]= labda*vec[0];
|
|
answ[1]= labda*vec[1];
|
|
}
|
|
else if( vec[2]>=fabs(vec[0]) && vec[2]>=fabs(vec[1]) ) {
|
|
face= 1;
|
|
labda= 1.0/vec[2];
|
|
answ[0]= labda*vec[0];
|
|
answ[1]= -labda*vec[1];
|
|
}
|
|
else if( vec[1]>=fabs(vec[0]) ) {
|
|
face= 2;
|
|
labda= 1.0/vec[1];
|
|
answ[0]= labda*vec[0];
|
|
answ[1]= labda*vec[2];
|
|
}
|
|
else if( vec[0]<=-fabs(vec[1]) ) {
|
|
face= 3;
|
|
labda= -1.0/vec[0];
|
|
answ[0]= labda*vec[1];
|
|
answ[1]= labda*vec[2];
|
|
}
|
|
else if( vec[1]<=-fabs(vec[0]) ) {
|
|
face= 4;
|
|
labda= -1.0/vec[1];
|
|
answ[0]= -labda*vec[0];
|
|
answ[1]= labda*vec[2];
|
|
}
|
|
else {
|
|
face= 5;
|
|
labda= 1.0/vec[0];
|
|
answ[0]= -labda*vec[1];
|
|
answ[1]= labda*vec[2];
|
|
}
|
|
}
|
|
|
|
answ[0]= 0.5+0.5*answ[0];
|
|
answ[1]= 0.5+0.5*answ[1];
|
|
return face;
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
static void set_dxtdyt(float *dxts, float *dyts, float *dxt, float *dyt, int face)
|
|
{
|
|
if(face==2 || face==4) {
|
|
dxts[0]= dxt[0];
|
|
dyts[0]= dyt[0];
|
|
dxts[1]= dxt[2];
|
|
dyts[1]= dyt[2];
|
|
}
|
|
else if(face==3 || face==5) {
|
|
dxts[0]= dxt[1];
|
|
dxts[1]= dxt[2];
|
|
dyts[0]= dyt[1];
|
|
dyts[1]= dyt[2];
|
|
}
|
|
else {
|
|
dxts[0]= dxt[0];
|
|
dyts[0]= dyt[0];
|
|
dxts[1]= dxt[1];
|
|
dyts[1]= dyt[1];
|
|
}
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
int envmaptex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, TexResult *texres)
|
|
{
|
|
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[0]==NULL) {
|
|
ImBuf *ibuf= BKE_image_get_ibuf(env->ima, NULL);
|
|
envmap_split_ima(env, ibuf);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(env->ok==0) {
|
|
|
|
texres->tin= 0.0;
|
|
return 0;
|
|
}
|
|
|
|
/* rotate to envmap space, if object is set */
|
|
VECCOPY(vec, texvec);
|
|
if(env->object) MTC_Mat3MulVecfl(env->obimat, vec);
|
|
else MTC_Mat4Mul3Vecfl(R.viewinv, vec);
|
|
|
|
face= envcube_isect(env, vec, sco);
|
|
ibuf= env->cube[face];
|
|
|
|
if(osatex) {
|
|
if(env->object) {
|
|
MTC_Mat3MulVecfl(env->obimat, dxt);
|
|
MTC_Mat3MulVecfl(env->obimat, dyt);
|
|
}
|
|
else {
|
|
MTC_Mat4Mul3Vecfl(R.viewinv, dxt);
|
|
MTC_Mat4Mul3Vecfl(R.viewinv, dyt);
|
|
}
|
|
set_dxtdyt(dxts, dyts, dxt, dyt, face);
|
|
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, texres);
|
|
|
|
/* edges? */
|
|
|
|
if(texres->ta<1.0) {
|
|
TexResult texr1, texr2;
|
|
|
|
texr1.nor= texr2.nor= NULL;
|
|
|
|
VecAddf(vec, vec, dxt);
|
|
face1= envcube_isect(env, vec, sco);
|
|
VecSubf(vec, vec, dxt);
|
|
|
|
if(face!=face1) {
|
|
ibuf= env->cube[face1];
|
|
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
|
|
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr1);
|
|
}
|
|
else texr1.tr= texr1.tg= texr1.tb= texr1.ta= 0.0;
|
|
|
|
/* here was the nasty bug! results were not zero-ed. FPE! */
|
|
|
|
VecAddf(vec, vec, dyt);
|
|
face1= envcube_isect(env, vec, sco);
|
|
VecSubf(vec, vec, dyt);
|
|
|
|
if(face!=face1) {
|
|
ibuf= env->cube[face1];
|
|
set_dxtdyt(dxts, dyts, dxt, dyt, face1);
|
|
imagewraposa(tex, NULL, ibuf, sco, dxts, dyts, &texr2);
|
|
}
|
|
else texr2.tr= texr2.tg= texr2.tb= texr2.ta= 0.0;
|
|
|
|
fac= (texres->ta+texr1.ta+texr2.ta);
|
|
if(fac!=0.0) {
|
|
fac= 1.0/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);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/* eof */
|