Files
test2/source/blender/render/intern/source/envmap.c
Brecht Van Lommel f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00

820 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_layer.h"
#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"
#include "render_result.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_thread_lock(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_thread_unlock(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 */
envre->r.mode &= ~(R_BORDER | R_PANORAMA | R_ORTHO | R_MBLUR);
BLI_freelistN(&envre->view_layers);
BLI_freelistN(&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, &re->view_layers, re->active_view_layer, 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)
{
float mat[4][4];
FOREACH_SCENE_OBJECT_BEGIN(re->scene, ob)
{
mul_m4_m4m4(mat, re->viewmat, ob->obmat);
invert_m4_m4(ob->imat, mat);
}
FOREACH_SCENE_OBJECT_END;
}
/* ------------------------------------------------------------------------- */
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) {
int y;
float *alpha;
float *rect;
if (envre->result->do_exr_tile) {
BLI_rw_mutex_lock(&envre->resultmutex, THREAD_LOCK_WRITE);
render_result_exr_file_end(envre);
BLI_rw_mutex_unlock(&envre->resultmutex);
}
RenderLayer *rl = envre->result->layers.first;
/* envmap is rendered independently of multiview */
rect = RE_RenderLayerGetPass(rl, RE_PASSNAME_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;
}