Color managed luminance for shader ramp-in-energy

This commit is contained in:
Campbell Barton 2015-03-19 12:59:36 +11:00
parent ce11e1c878
commit 255b07681a
1 changed files with 44 additions and 25 deletions

View File

@ -962,7 +962,7 @@ static void ramp_diffuse_result(float *diff, ShadeInput *shi)
}
/* r,g,b denote energy, ramp is used with different values to make new material color */
static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
static void add_to_diffuse(float diff[3], const ShadeInput *shi, const float is, const float rgb[3])
{
Material *ma= shi->mat;
@ -971,9 +971,9 @@ static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, floa
/* MA_RAMP_IN_RESULT is exceptional */
if (ma->rampin_col==MA_RAMP_IN_RESULT) {
/* normal add */
diff[0] += r * shi->r;
diff[1] += g * shi->g;
diff[2] += b * shi->b;
diff[0] += rgb[0] * shi->r;
diff[1] += rgb[1] * shi->g;
diff[2] += rgb[2] * shi->b;
}
else {
float colt[3], col[4];
@ -982,40 +982,37 @@ static void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, floa
/* input */
switch (ma->rampin_col) {
case MA_RAMP_IN_ENERGY:
/* should use 'IMB_colormanagement_get_luminance' but we only have a vector version */
fac= 0.3f*r + 0.58f*g + 0.12f*b;
fac = IMB_colormanagement_get_luminance(rgb);
break;
case MA_RAMP_IN_SHADER:
fac= is;
fac = is;
break;
case MA_RAMP_IN_NOR:
fac= shi->view[0]*shi->vn[0] + shi->view[1]*shi->vn[1] + shi->view[2]*shi->vn[2];
fac = dot_v3v3(shi->view, shi->vn);
break;
default:
fac= 0.0f;
fac = 0.0f;
break;
}
do_colorband(ma->ramp_col, fac, col);
/* blending method */
fac= col[3]*ma->rampfac_col;
colt[0]= shi->r;
colt[1]= shi->g;
colt[2]= shi->b;
fac = col[3] * ma->rampfac_col;
copy_v3_v3(colt, &shi->r);
ramp_blend(ma->rampblend_col, colt, fac, col);
/* output to */
diff[0] += r * colt[0];
diff[1] += g * colt[1];
diff[2] += b * colt[2];
diff[0] += rgb[0] * colt[0];
diff[1] += rgb[1] * colt[1];
diff[2] += rgb[2] * colt[2];
}
}
else {
diff[0] += r * shi->r;
diff[1] += g * shi->g;
diff[2] += b * shi->b;
diff[0] += rgb[0] * shi->r;
diff[1] += rgb[1] * shi->g;
diff[2] += rgb[2] * shi->b;
}
}
@ -1484,20 +1481,42 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
/* in case 'no diffuse' we still do most calculus, spec can be in shadow.*/
if (!(lar->mode & LA_NO_DIFF)) {
if (i>0.0f) {
if (ma->mode & MA_SHADOW_TRA)
add_to_diffuse(shr->shad, shi, is, i*shadfac[0]*lacol[0], i*shadfac[1]*lacol[1], i*shadfac[2]*lacol[2]);
else
add_to_diffuse(shr->shad, shi, is, i*lacol[0], i*lacol[1], i*lacol[2]);
if (ma->mode & MA_SHADOW_TRA) {
const float tcol[3] = {
i * shadfac[0] * lacol[0],
i * shadfac[1] * lacol[1],
i * shadfac[2] * lacol[2],
};
add_to_diffuse(shr->shad, shi, is, tcol);
}
else {
const float tcol[3] = {
i * lacol[0],
i * lacol[1],
i * lacol[2],
};
add_to_diffuse(shr->shad, shi, is, tcol);
}
}
/* add light for colored shadow */
if (i_noshad>i && !(lashdw[0]==0 && lashdw[1]==0 && lashdw[2]==0)) {
add_to_diffuse(shr->shad, shi, is, lashdw[0]*(i_noshad-i)*lacol[0], lashdw[1]*(i_noshad-i)*lacol[1], lashdw[2]*(i_noshad-i)*lacol[2]);
const float tcol[3] = {
lashdw[0] * (i_noshad - i) * lacol[0],
lashdw[1] * (i_noshad - i) * lacol[1],
lashdw[2] * (i_noshad - i) * lacol[2],
};
add_to_diffuse(shr->shad, shi, is, tcol);
}
if (i_noshad>0.0f) {
if (passflag & (SCE_PASS_DIFFUSE|SCE_PASS_SHADOW) ||
((passflag & SCE_PASS_COMBINED) && !(shi->combinedflag & SCE_PASS_SHADOW)))
{
add_to_diffuse(shr->diff, shi, is, i_noshad*lacol[0], i_noshad*lacol[1], i_noshad*lacol[2]);
const float tcol[3] = {
i_noshad * lacol[0],
i_noshad * lacol[1],
i_noshad * lacol[2]
};
add_to_diffuse(shr->diff, shi, is, tcol);
}
else {
copy_v3_v3(shr->diff, shr->shad);