[Bf-blender-cvs] [1dbd3ae] master: Fix T38831: blender internal enabling shadow pass changes material node diffuse.
Brecht Van Lommel
noreply at git.blender.org
Wed Feb 26 17:18:41 CET 2014
Commit: 1dbd3ae6291349f044c6eaa9b87b8e686f476865
Author: Brecht Van Lommel
Date: Wed Feb 26 16:55:50 2014 +0100
https://developer.blender.org/rB1dbd3ae6291349f044c6eaa9b87b8e686f476865
Fix T38831: blender internal enabling shadow pass changes material node diffuse.
It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
===================================================================
M source/blender/nodes/shader/nodes/node_shader_material.c
M source/blender/render/extern/include/RE_shader_ext.h
M source/blender/render/intern/source/rayshade.c
M source/blender/render/intern/source/shadeinput.c
M source/blender/render/intern/source/shadeoutput.c
M source/blender/render/intern/source/strand.c
M source/blender/render/intern/source/volumetric.c
===================================================================
diff --git a/source/blender/nodes/shader/nodes/node_shader_material.c b/source/blender/nodes/shader/nodes/node_shader_material.c
index 820e0f4..79d6649 100644
--- a/source/blender/nodes/shader/nodes/node_shader_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_material.c
@@ -186,7 +186,7 @@ static void node_shader_exec_material(void *data, int UNUSED(thread), bNode *nod
if (node->type == SH_NODE_MATERIAL_EXT) {
/* Shadow, Reflect, Refract, Radiosity, Speed seem to cause problems inside
* a node tree :( */
- copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diff);
+ copy_v3_v3(out[MAT_OUT_DIFFUSE]->vec, shrnode.diffshad);
copy_v3_v3(out[MAT_OUT_SPEC]->vec, shrnode.spec);
copy_v3_v3(out[MAT_OUT_AO]->vec, shrnode.ao);
}
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 57e52a9..70e3edc 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -50,9 +50,10 @@ typedef struct ShadeResult {
float col[4];
float alpha, mist, z;
float emit[3];
- float diff[3]; /* no ramps, shadow, etc */
- float spec[3];
- float shad[4]; /* shad[3] is shadow intensity */
+ float diff[3]; /* diffuse with no ramps, shadow, etc */
+ float diffshad[3]; /* diffuse with shadow */
+ float spec[3]; /* specular with shadow */
+ float shad[4]; /* shad[3] is shadow intensity */
float ao[3];
float env[3];
float indirect[3];
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 6807af0..6dd2692 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -563,6 +563,7 @@ void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
/* raytrace likes to separate the spec color */
sub_v3_v3v3(shr->diff, shr->combined, shr->spec);
+ copy_v3_v3(shr->diffshad, shr->diff);
}
}
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index bc9ba34..90e5def 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -118,8 +118,10 @@ void shade_material_loop(ShadeInput *shi, ShadeResult *shr)
madd_v3_v3fl(shr->combined, shr_t.combined, fac);
if (shi->passflag & SCE_PASS_SPEC)
madd_v3_v3fl(shr->spec, shr_t.spec, fac);
- if (shi->passflag & SCE_PASS_DIFFUSE)
+ if (shi->passflag & SCE_PASS_DIFFUSE) {
madd_v3_v3fl(shr->diff, shr_t.diff, fac);
+ madd_v3_v3fl(shr->diffshad, shr_t.diffshad, fac);
+ }
if (shi->passflag & SCE_PASS_SHADOW)
madd_v3_v3fl(shr->shad, shr_t.shad, fac);
diff --git a/source/blender/render/intern/source/shadeoutput.c b/source/blender/render/intern/source/shadeoutput.c
index 6cb34a6..4f41f27 100644
--- a/source/blender/render/intern/source/shadeoutput.c
+++ b/source/blender/render/intern/source/shadeoutput.c
@@ -937,6 +937,8 @@ void shade_color(ShadeInput *shi, ShadeResult *shr)
shr->diff[2] *= obcol[2];
if (shi->mode & MA_TRANSP) shr->alpha *= obcol[3];
}
+
+ copy_v3_v3(shr->diffshad, shr->diff);
}
/* ramp for at end of shade */
@@ -1874,9 +1876,11 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
}
if (shi->combinedflag & SCE_PASS_SHADOW)
- copy_v3_v3(shr->combined, shr->shad); /* note, no ';' ! */
+ copy_v3_v3(shr->diffshad, shr->shad); /* note, no ';' ! */
else
- copy_v3_v3(shr->combined, shr->diff);
+ copy_v3_v3(shr->diffshad, shr->diff);
+
+ copy_v3_v3(shr->combined, shr->diffshad);
/* calculate shadow pass, we use a multiplication mask */
/* if diff = 0,0,0 it doesn't matter what the shadow pass is, so leave it as is */
diff --git a/source/blender/render/intern/source/strand.c b/source/blender/render/intern/source/strand.c
index f2d4a7a..9a6a2b8 100644
--- a/source/blender/render/intern/source/strand.c
+++ b/source/blender/render/intern/source/strand.c
@@ -216,8 +216,10 @@ static void interpolate_shade_result(ShadeResult *shr1, ShadeResult *shr2, float
}
if (addpassflag & SCE_PASS_EMIT)
interpolate_vec3(shr1->emit, shr2->emit, t, negt, shr->emit);
- if (addpassflag & SCE_PASS_DIFFUSE)
+ if (addpassflag & SCE_PASS_DIFFUSE) {
interpolate_vec3(shr1->diff, shr2->diff, t, negt, shr->diff);
+ interpolate_vec3(shr1->diffshad, shr2->diffshad, t, negt, shr->diffshad);
+ }
if (addpassflag & SCE_PASS_SPEC)
interpolate_vec3(shr1->spec, shr2->spec, t, negt, shr->spec);
if (addpassflag & SCE_PASS_SHADOW)
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index 05d0eff..39950a1 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -748,6 +748,7 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
shr->alpha = col[3];
copy_v3_v3(shr->diff, shr->combined);
+ copy_v3_v3(shr->diffshad, shr->diff);
}
/* Traces a shadow through the object,
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