- Changed order for applying atmosphere, it does it now before alpha-adding
  sky, giving correct transparency
- Added correction for de-premulling and premulling scatter color
This commit is contained in:
Ton Roosendaal 2008-09-21 12:03:41 +00:00
parent f7a5288111
commit 92829e821f

@ -713,7 +713,7 @@ static void atm_tile(RenderPart *pa, RenderLayer *rl)
if(lar->type==LA_SUN && lar->sunsky) {
/* if it's sky continue and don't apply atmosphere effect on it */
if(*zrect >= 9.9e10) {
if(*zrect >= 9.9e10 || rgbrect[3]==0.0f) {
continue;
}
@ -721,7 +721,14 @@ static void atm_tile(RenderPart *pa, RenderLayer *rl)
float tmp_rgb[3];
VECCOPY(tmp_rgb, rgbrect);
if(rgbrect[3]!=1.0f) { /* de-premul */
float div= 1.0f/rgbrect[3];
VECMUL(tmp_rgb, div);
}
shadeAtmPixel(lar->sunsky, tmp_rgb, x, y, *zrect);
if(rgbrect[3]!=1.0f) { /* premul */
VECMUL(tmp_rgb, rgbrect[3]);
}
if(done==0) {
VECCOPY(rgb, tmp_rgb);
@ -1199,6 +1206,10 @@ void zbufshadeDA_tile(RenderPart *pa)
}
}
/* sun/sky */
if(rl->layflag & SCE_LAY_SKY)
atm_tile(pa, rl);
/* sky before edge */
if(rl->layflag & SCE_LAY_SKY)
sky_tile(pa, rl);
@ -1208,10 +1219,6 @@ void zbufshadeDA_tile(RenderPart *pa)
if(R.r.mode & R_EDGE)
edge_enhance_add(pa, rl->rectf, edgerect);
/* sun/sky */
if(rl->layflag & SCE_LAY_SKY)
atm_tile(pa, rl);
if(rl->passflag & SCE_PASS_VECTOR)
reset_sky_speed(pa, rl);
@ -1362,6 +1369,10 @@ void zbufshade_tile(RenderPart *pa)
}
}
/* sun/sky */
if(rl->layflag & SCE_LAY_SKY)
atm_tile(pa, rl);
/* sky before edge */
if(rl->layflag & SCE_LAY_SKY)
sky_tile(pa, rl);
@ -1372,10 +1383,6 @@ void zbufshade_tile(RenderPart *pa)
edge_enhance_add(pa, rl->rectf, edgerect);
}
/* sun/sky */
if(rl->layflag & SCE_LAY_SKY)
atm_tile(pa, rl);
if(rl->passflag & SCE_PASS_VECTOR)
reset_sky_speed(pa, rl);