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source/blender/render/intern/source/rayshade.c
| Show First 20 Lines • Show All 736 Lines • ▼ Show 20 Lines | if (RE_rayobject_raycast(R.raytree, &isec)) { | ||||
| //shi.sample= 0; // memset above, so don't need this | //shi.sample= 0; // memset above, so don't need this | ||||
| shi.xs= origshi->xs; | shi.xs= origshi->xs; | ||||
| shi.ys= origshi->ys; | shi.ys= origshi->ys; | ||||
| shi.do_manage= origshi->do_manage; | shi.do_manage= origshi->do_manage; | ||||
| shi.lay= origshi->lay; | shi.lay= origshi->lay; | ||||
| shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */ | shi.passflag= SCE_PASS_COMBINED; /* result of tracing needs no pass info */ | ||||
| shi.combinedflag= 0xFFFFFF; /* ray trace does all options */ | shi.combinedflag= 0xFFFFFF; /* ray trace does all options */ | ||||
| //shi.do_preview = false; // memset above, so don't need this | //shi.do_preview = false; // memset above, so don't need this | ||||
| shi.light_override= origshi->light_override; | |||||
| shi.mat_override= origshi->mat_override; | |||||
| shade_ray(&isec, &shi, &shr); | shade_ray(&isec, &shi, &shr); | ||||
| /* ray has traveled inside the material, so shade by transmission */ | /* ray has traveled inside the material, so shade by transmission */ | ||||
| if (traflag & RAY_INSIDE) | if (traflag & RAY_INSIDE) | ||||
| d= shade_by_transmission(&isec, &shi, &shr); | d= shade_by_transmission(&isec, &shi, &shr); | ||||
| if (depth>0) { | if (depth>0) { | ||||
| float fr, fg, fb, f1; | float fr, fg, fb, f1; | ||||
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