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rendercore.c

/**
 * $Id: rendercore.c,v 1.94 2004/12/09 12:06:37 ton Exp $
 *
 * ***** BEGIN GPL/BL DUAL 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. The Blender
 * Foundation also sells licenses for use in proprietary software under
 * the Blender License.  See http://www.blender.org/BL/ for information
 * about this.
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): Hos, Robert Wenzlaff.
 *
 * ***** END GPL/BL DUAL LICENSE BLOCK *****
 */


/* External modules: */
#include "MEM_guardedalloc.h"
#include "BLI_arithb.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "BKE_utildefines.h"

#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_lamp_types.h"
#include "DNA_texture_types.h"

#include "BKE_global.h"
#include "BKE_texture.h"

#include "BLI_rand.h"

/* local include */
#include "RE_callbacks.h"
#include "old_zbuffer_types.h"
#include "render.h"
#include "render_intern.h"
#include "zbuf.h"       /* stuff like bgnaccumbuf, fillrect, ...*/
#include "pixelblending.h"
#include "shadbuf.h"
#include "renderHelp.h"

#include "jitter.h"
#include "texture.h"

/* system includes */
#include <math.h>
#include <string.h>
#include <stdlib.h>


/* own include */
#include "rendercore.h"
#include "rendercore_int.h"

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

/* globals for this file */
/* moved to renderData.c? Not yet... */
RE_Render R;
Osa O;

PixStrMain psmfirst;
int psmteller;

float fmask[256], centLut[16];
unsigned short usegamtab=0, *mask1[9], *mask2[9], *igamtab1, *igamtab2, *gamtab;
char cmask[256], *centmask;

/* functions */
/* comes from texture.c (only used here !) */
/*  extern void do_halo_tex(HaloRen *har, float xn, float yn, float *colf); */

void gamtabdit(unsigned short *in, char *out);
/*  int count_mask(unsigned short ); */
void scanlinehalo(unsigned int *rectz, unsigned int *rectt, short ys);
/*  void add_halo_flare(void); */
void edge_enhance(void);

/* Dither with gamma table? */
void gamtabdit(unsigned short *in, char *out)
/*  unsigned short *in; */
/*  char *out; */
{
      static short rerr=0, gerr=0, berr=0;
      unsigned int col;
      char *cp;

      cp= (char *)&col;
      out[0]= in[0]>>8;

      col= gamtab[in[2]]+berr;
      if(col>65535) col= 65535;
      out[1]= cp[2];
      berr= cp[3];

      col= gamtab[in[4]]+gerr;
      if(col>65535) col= 65535;
      out[2]= cp[2];
      gerr= cp[3];

      col= gamtab[in[6]]+rerr;
      if(col>65535) col= 65535;
      out[3]= cp[2];
      rerr= cp[3];

}

float mistfactor(float *co)   /* dist en height, return alpha */
{
      float fac, hi;
      
      fac= R.zcor - R.wrld.miststa; /* R.zcor is calculated per pixel */

      /* fac= -co[2]-R.wrld.miststa; */

      if(fac>0.0) {
            if(fac< R.wrld.mistdist) {
                  
                  fac= (fac/(R.wrld.mistdist));
                  
                  if(R.wrld.mistype==0) fac*= fac;
                  else if(R.wrld.mistype==1);
                  else fac= sqrt(fac);
            }
            else fac= 1.0;
      }
      else fac= 0.0;
      
      /* height switched off mist */
      if(R.wrld.misthi!=0.0 && fac!=0.0) {
            /* at height misthi the mist is completely gone */

            hi= R.viewinv[0][2]*co[0]+R.viewinv[1][2]*co[1]+R.viewinv[2][2]*co[2]+R.viewinv[3][2];
            
            if(hi>R.wrld.misthi) fac= 0.0;
            else if(hi>0.0) {
                  hi= (R.wrld.misthi-hi)/R.wrld.misthi;
                  fac*= hi*hi;
            }
      }

      return (1.0-fac)* (1-R.wrld.misi);  
}

void RE_sky(float *view, float *col)
{
      float lo[3];

      R.wrld.skytype |= WO_ZENUP;
      
      if(R.wrld.skytype & WO_SKYREAL) {
      
            R.inprz= view[0]*R.grvec[0]+ view[1]*R.grvec[1]+ view[2]*R.grvec[2];

            if(R.inprz<0.0) R.wrld.skytype-= WO_ZENUP;
            R.inprz= fabs(R.inprz);
      }
      else if(R.wrld.skytype & WO_SKYPAPER) {
            R.inprz= 0.5+ 0.5*view[1];
      }
      else {
            R.inprz= fabs(0.5+ view[1]);
      }

      if(R.wrld.skytype & WO_SKYTEX) {
            VECCOPY(lo, view);
            if(R.wrld.skytype & WO_SKYREAL) {
                  
                  MTC_Mat3MulVecfl(R.imat, lo);
      
                  SWAP(float, lo[1],  lo[2]);
                  
            }

            do_sky_tex(lo);
            
      }

      if(R.inprz>1.0) R.inprz= 1.0;
      R.inprh= 1.0-R.inprz;

      if(R.wrld.skytype & WO_SKYBLEND) {
            col[0]= (R.inprh*R.wrld.horr + R.inprz*R.wrld.zenr);
            col[1]= (R.inprh*R.wrld.horg + R.inprz*R.wrld.zeng);
            col[2]= (R.inprh*R.wrld.horb + R.inprz*R.wrld.zenb);
      }
      else {
            col[0]= R.wrld.horr;
            col[1]= R.wrld.horg;
            col[2]= R.wrld.horb;
      }
}

void RE_sky_char(float *view, char *col)
{
      float f, colf[3];
      float dither_value;

      dither_value = ( (BLI_frand()-0.5)*R.r.dither_intensity)/256.0; 
      
      RE_sky(view, colf);
      f= 255.0*(colf[0]+dither_value);
      if(f<=0.0) col[0]= 0; else if(f>255.0) col[0]= 255;
      else col[0]= (char)f;
      f= 255.0*(colf[1]+dither_value);
      if(f<=0.0) col[1]= 0; else if(f>255.0) col[1]= 255;
      else col[1]= (char)f;
      f= 255.0*(colf[2]+dither_value);
      if(f<=0.0) col[2]= 0; else if(f>255.0) col[2]= 255;
      else col[2]= (char)f;
      col[3]= 1;  /* to prevent wrong optimalisation alphaover of flares */
}

/* ------------------------------------------------------------------------- */

void scanlinesky(char *rect, int y)
{
      /* have to type this! set to :  addalphaUnder: char*, char*
       * addalphaUnderGamma: ditto called with char *, uint* !!!
       * unmangle this shit... */
      void (*alphafunc)();
      float fac, u, v, view[3];
      int dx, x, dy, ofs;
      unsigned int col=0, *rt;
      char *cp, *cp1;
      
      if(R.r.alphamode & R_ALPHAPREMUL) return;
      
      if(R.r.alphamode & R_ALPHAKEY) {
            
            cp= (char *)&col;
            cp[3]= 0;
            /* raytrace can change the R.wrld.horr, so we make sure we have the good one */
            if(G.scene->world) {
                  cp[0]= 255.0*G.scene->world->horr;
                  cp[1]= 255.0*G.scene->world->horg;
                  cp[2]= 255.0*G.scene->world->horb;
            }
            else {
                  cp[0]= 255.0*R.wrld.horr;
                  cp[1]= 255.0*R.wrld.horg;
                  cp[2]= 255.0*R.wrld.horb;
            }
            for(x=0; x<R.rectx; x++, rect+= 4) {
                  if(rect[3]==0) {
                        *( ( unsigned int *)rect)= col;
                  }
                  else {
                        /* prevent  'col' to be in the image */
                        cp1= (char *)rect;
                        if( cp[0]==cp1[0] && cp[1]==cp1[1] && cp[2]==cp1[2] ) {

                              if(cp1[3]==255) cp1[3]= 254; 
                              else cp1[3]++; 
                        }

                        if(rect[3]!=255) { 
                              keyalpha(rect); 
                        } 
                  }
            }
            return;
      }

      if(R.wrld.mode & WO_MIST) alphafunc= addalphaUnder;
      else alphafunc= addalphaUnderGamma;


      if(R.r.bufflag & 1) {
            if(R.backbuf && R.backbuf->ok) {
                  if(R.backbuf->ibuf==0) {
                        R.backbuf->ibuf= IMB_loadiffname(R.backbuf->name, IB_rect);
                        if(R.backbuf->ibuf==0) {
                              R.backbuf->ok= 0;
                              return;
                        }
                  }
                  /* which scanline/ */
                  dy= ((y+R.afmy+R.ystart)*R.backbuf->ibuf->y)/(2*R.afmy);  // this division enables border/part render too
                  
                  if(R.flag & R_SEC_FIELD) {
                        if((R.r.mode & R_ODDFIELD)==0) {
                              if( dy<R.backbuf->ibuf->y) dy++;
                        }
                        else {
                              if( dy>0) dy--;
                        }
                  }
                  
                  if(dy<0) dy= 0; 
                  else if(dy>=R.backbuf->ibuf->y) dy= R.backbuf->ibuf->y-1;
                  
                  rt= (R.backbuf->ibuf->rect + dy*R.backbuf->ibuf->x);
                  
                  /* at which location */
                  fac= ((float)R.backbuf->ibuf->x)/(float)(2*R.afmx);
                  ofs= (R.afmx+R.xstart)*fac;
                  rt+= ofs;

                  dx= (int) (65536.0*fac);
                  
                  ofs= 0;
                  x= R.rectx;
                  while( x-- ) {
                        if( rect[3] != 255) { 
                              if(rect[3]==0) *((unsigned int *)rect)= *rt;
                              else {
                                    alphafunc(rect, rt);
                              }
                        }
                        rect+= 4;
                        
                        ofs+= dx;
                        while( ofs > 65535 ) {
                              ofs-= 65536;
                              rt++;
                        }
                  }

            }
            return;
      }

      if((R.wrld.skytype & (WO_SKYBLEND+WO_SKYTEX))==0) {
            for(x=0; x<R.rectx; x++, rect+= 4) {
                  if(rect[3] != 255) { 
                        if(rect[3]==0) *((unsigned int *)rect)= R.wrld.fastcol;
                        else {
                              alphafunc(rect, &R.wrld.fastcol);
                        }
                  }
            }
      }
      else {
            
            for(x=0; x<R.rectx; x++, rect+= 4) {
                  if(rect[3] < 254) { 
                        if(R.wrld.skytype & WO_SKYPAPER) {
                              view[0]= (x+(R.xstart))/(float)R.afmx;
                              view[1]= (y+(R.ystart))/(float)R.afmy;
                              view[2]= 0.0;
                        }
                        else {
                              view[0]= (x+(R.xstart)+0.5);
            
                              if(R.flag & R_SEC_FIELD) {
                                    if(R.r.mode & R_ODDFIELD) view[1]= (y+R.ystart)*R.ycor;
                                    else view[1]= (y+R.ystart+1.0)*R.ycor;
                              }
                              else view[1]= (y+R.ystart+0.5)*R.ycor;
                              
                              view[2]= -R.viewfac;
      
                              fac= Normalise(view);
                              if(R.wrld.skytype & WO_SKYTEX) {
                                    O.dxview= 1.0/fac;
                                    O.dyview= R.ycor/fac;
                              }
                        }
                        
                        if(R.r.mode & R_PANORAMA) {
                              float panoco, panosi;
                              panoco = getPanovCo();
                              panosi = getPanovSi();
                              u= view[0]; v= view[2];
                              
                              view[0]= panoco*u + panosi*v;
                              view[2]= -panosi*u + panoco*v;
                        }

                        RE_sky_char(view, (char *)&col);
      
                        if(rect[3]==0) *((unsigned int *)rect)= col;
                        else alphafunc(rect, &col);
                  }
            }
      }     
}

/* ************************************** */


void spothalo(struct LampRen *lar, ShadeInput *shi, float *intens)
{
      double a, b, c, disc, nray[3], npos[3];
      float t0, t1 = 0.0, t2= 0.0, t3, haint;
      float p1[3], p2[3], ladist, maxz = 0.0, maxy = 0.0;
      int snijp, doclip=1, use_yco=0;
      int ok1=0, ok2=0;
      
      *intens= 0.0;
      haint= lar->haint;
      
      VECCOPY(npos, lar->sh_invcampos);   /* in initlamp calculated */
      
      /* rotate view */
      VECCOPY(nray, shi->view);
      MTC_Mat3MulVecd(lar->imat, nray);
      
      if(R.wrld.mode & WO_MIST) {
            /* patchy... */
            R.zcor= -lar->co[2];
            haint *= mistfactor(lar->co);
            if(haint==0.0) {
                  return;
            }
      }


      /* rotate maxz */
      if(shi->co[2]==0.0) doclip= 0;      /* for when halo at sky */
      else {
            p1[0]= shi->co[0]-lar->co[0];
            p1[1]= shi->co[1]-lar->co[1];
            p1[2]= shi->co[2]-lar->co[2];
      
            maxz= lar->imat[0][2]*p1[0]+lar->imat[1][2]*p1[1]+lar->imat[2][2]*p1[2];
            maxz*= lar->sh_zfac;
            maxy= lar->imat[0][1]*p1[0]+lar->imat[1][1]*p1[1]+lar->imat[2][1]*p1[2];

            if( fabs(nray[2]) <0.000001 ) use_yco= 1;
      }
      
      /* scale z to make sure volume is normalized */ 
      nray[2]*= lar->sh_zfac;
      /* nray does not need normalization */
      
      ladist= lar->sh_zfac*lar->dist;
      
      /* solve */
      a = nray[0] * nray[0] + nray[1] * nray[1] - nray[2]*nray[2];
      b = nray[0] * npos[0] + nray[1] * npos[1] - nray[2]*npos[2];
      c = npos[0] * npos[0] + npos[1] * npos[1] - npos[2]*npos[2];

      snijp= 0;
      if (fabs(a) < 0.00000001) {
            /*
             * Only one intersection point...
             */
            return;
      }
      else {
            disc = b*b - a*c;
            
            if(disc==0.0) {
                  t1=t2= (-b)/ a;
                  snijp= 2;
            }
            else if (disc > 0.0) {
                  disc = sqrt(disc);
                  t1 = (-b + disc) / a;
                  t2 = (-b - disc) / a;
                  snijp= 2;
            }
      }
      if(snijp==2) {
            /* sort */
            if(t1>t2) {
                  a= t1; t1= t2; t2= a;
            }

            /* z of intersection points with diabolo */
            p1[2]= npos[2] + t1*nray[2];
            p2[2]= npos[2] + t2*nray[2];

            /* evaluate both points */
            if(p1[2]<=0.0) ok1= 1;
            if(p2[2]<=0.0 && t1!=t2) ok2= 1;
            
            /* at least 1 point with negative z */
            if(ok1==0 && ok2==0) return;
            
            /* intersction point with -ladist, the bottom of the cone */
            if(use_yco==0) {
                  t3= (-ladist-npos[2])/nray[2];
                        
                  /* de we have to replace one of the intersection points? */
                  if(ok1) {
                        if(p1[2]<-ladist) t1= t3;
                  }
                  else {
                        ok1= 1;
                        t1= t3;
                  }
                  if(ok2) {
                        if(p2[2]<-ladist) t2= t3;
                  }
                  else {
                        ok2= 1;
                        t2= t3;
                  }
            }
            else if(ok1==0 || ok2==0) return;
            
            /* at least 1 visible interesction point */
            if(t1<0.0 && t2<0.0) return;
            
            if(t1<0.0) t1= 0.0;
            if(t2<0.0) t2= 0.0;
            
            if(t1==t2) return;
            
            /* sort again to be sure */
            if(t1>t2) {
                  a= t1; t1= t2; t2= a;
            }
            
            /* calculate t0: is the maximum visible z (when halo is intersected by face) */ 
            if(doclip) {
                  if(use_yco==0) t0= (maxz-npos[2])/nray[2];
                  else t0= (maxy-npos[1])/nray[1];

                  if(t0<t1) return;
                  if(t0<t2) t2= t0;
            }

            /* calc points */
            p1[0]= npos[0] + t1*nray[0];
            p1[1]= npos[1] + t1*nray[1];
            p1[2]= npos[2] + t1*nray[2];
            p2[0]= npos[0] + t2*nray[0];
            p2[1]= npos[1] + t2*nray[1];
            p2[2]= npos[2] + t2*nray[2];
            
                  
            /* now we have 2 points, make three lengths with it */
            
            a= sqrt(p1[0]*p1[0]+p1[1]*p1[1]+p1[2]*p1[2]);
            b= sqrt(p2[0]*p2[0]+p2[1]*p2[1]+p2[2]*p2[2]);
            c= VecLenf(p1, p2);
            
            a/= ladist;
            a= sqrt(a);
            b/= ladist; 
            b= sqrt(b);
            c/= ladist;
            
            *intens= c*( (1.0-a)+(1.0-b) );

            /* WATCH IT: do not clip a,b en c at 1.0, this gives nasty little overflows
                  at the edges (especially with narrow halos) */
            if(*intens<=0.0) return;

            /* soft area */
            /* not needed because t0 has been used for p1/p2 as well */
            /* if(doclip && t0<t2) { */
            /*    *intens *= (t0-t1)/(t2-t1); */
            /* } */
            
            *intens *= haint;
            
            if(lar->shb && lar->shb->shadhalostep) {
                  *intens *= shadow_halo(lar, p1, p2);
            }
            
      }
}

static void renderspothalo(ShadeInput *shi, float *col)
{
      LampRen *lar;
      float i;
      int a;
      
      for(a=0; a<R.totlamp; a++) {
            lar= R.la[a];
            if(lar->type==LA_SPOT && (lar->mode & LA_HALO) && lar->haint>0) {
      
                  if(lar->org) {
                        lar->r= lar->org->r;
                        lar->g= lar->org->g;
                        lar->b= lar->org->b;
                  }

                  spothalo(lar, shi, &i);
                  if(i>0.0) {
                        col[3]+= i;
                        col[0]+= i*lar->r;
                        col[1]+= i*lar->g;
                        col[2]+= i*lar->b;                  
                  }
            }
      }
      /* clip alpha, is needed for unified 'alpha threshold' (vanillaRenderPipe.c) */
      if(col[3]>1.0) col[3]= 1.0;
}

void render_lighting_halo(HaloRen *har, float *colf)
{
      LampRen *lar;
      float i, inp, inpr, rco[3], lv[3], lampdist, ld, t, *vn;
      float ir, ig, ib, shadfac, soft;
      int a;
      
      ir= ig= ib= 0.0;
      VECCOPY(rco, har->co);
      vn= har->no;
      
      O.dxco[0]= har->hasize;
      O.dxco[1]= 0.0;
      O.dxco[2]= 0.0;

      O.dyco[0]= 0.0;
      O.dyco[1]= har->hasize;
      O.dyco[2]= 0.0;

      for(a=0; a<R.totlamp; a++) {
            lar= R.la[a];

            /* test for lamplayer */
            if(lar->mode & LA_LAYER) if((lar->lay & har->lay)==0) continue;

            /* lampdist cacluation */
            if(lar->type==LA_SUN || lar->type==LA_HEMI) {
                  VECCOPY(lv, lar->vec);
                  lampdist= 1.0;
            }
            else {
                  lv[0]= rco[0]-lar->co[0];
                  lv[1]= rco[1]-lar->co[1];
                  lv[2]= rco[2]-lar->co[2];
                  ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
                  lv[0]/= ld;
                  lv[1]/= ld;
                  lv[2]/= ld;
                  
                  /* ld is re-used further on (texco's) */
                  
                  if(lar->mode & LA_QUAD) {
                        t= 1.0;
                        if(lar->ld1>0.0)
                              t= lar->dist/(lar->dist+lar->ld1*ld);
                        if(lar->ld2>0.0)
                              t*= lar->distkw/(lar->distkw+lar->ld2*ld*ld);

                        lampdist= t;
                  }
                  else {
                        lampdist= (lar->dist/(lar->dist+ld));
                  }

                  if(lar->mode & LA_SPHERE) {
                        t= lar->dist - ld;
                        if(t<0.0) continue;
                        
                        t/= lar->dist;
                        lampdist*= (t);
                  }
                  
            }
            
            if(lar->mode & LA_TEXTURE) {
                  ShadeInput shi;
                  VECCOPY(shi.co, rco);
                  shi.osatex= 0;
                  do_lamp_tex(lar, lv, &shi);
            }
            
            if(lar->type==LA_SPOT) {

                  if(lar->mode & LA_SQUARE) {
                        if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0) {
                              float x, lvrot[3];
                              
                              /* rotate view to lampspace */
                              VECCOPY(lvrot, lv);
                              MTC_Mat3MulVecfl(lar->imat, lvrot);
                              
                              x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
                              /* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */

                              inpr= 1.0/(sqrt(1.0+x*x));
                        }
                        else inpr= 0.0;
                  }
                  else {
                        inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
                  }

                  t= lar->spotsi;
                  if(inpr<t) continue;
                  else {
                        t= inpr-t;
                        i= 1.0;
                        soft= 1.0;
                        if(t<lar->spotbl && lar->spotbl!=0.0) {
                              /* soft area */
                              i= t/lar->spotbl;
                              t= i*i;
                              soft= (3.0*t-2.0*t*i);
                              inpr*= soft;
                        }
                        if(lar->mode & LA_ONLYSHADOW) {
                              /* if(ma->mode & MA_SHADOW) { */
                                    /* dot product positive: front side face! */
                                    inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
                                    if(inp>0.0) {
                                          /* testshadowbuf==0.0 : 100% shadow */
                                          shadfac = testshadowbuf(lar->shb, rco, inp);
                                          if( shadfac>0.0 ) {
                                                shadfac*= inp*soft*lar->energy;
                                                ir -= shadfac;
                                                ig -= shadfac;
                                                ib -= shadfac;
                                                
                                                continue;
                                          }
                                    }
                              /* } */
                        }
                        lampdist*=inpr;
                  }
                  if(lar->mode & LA_ONLYSHADOW) continue;

            }

            /* dot product and  reflectivity*/
            
            inp= 1.0-fabs(vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2]);
            
            /* inp= cos(0.5*M_PI-acos(inp)); */
            
            i= inp;
            
            if(lar->type==LA_HEMI) {
                  i= 0.5*i+0.5;
            }
            if(i>0.0) {
                  i*= lampdist;
                  /* i*= lampdist*ma->ref; */
            }

            /* shadow  */
            if(i> -0.41) {                /* heuristic valua! */
                  shadfac= 1.0;
                  if(lar->shb) {
                        /* if(ma->mode & MA_SHADOW) { */
                        shadfac = testshadowbuf(lar->shb, rco, inp);
                        if(shadfac==0.0) continue;
                        i*= shadfac;
                        /* } */
                  }
            }
            
            if(i>0.0) {
                  ir+= i*lar->r;
                  ig+= i*lar->g;
                  ib+= i*lar->b;
            }
      }
      
      if(ir<0.0) ir= 0.0;
      if(ig<0.0) ig= 0.0;
      if(ib<0.0) ib= 0.0;

      colf[0]*= ir;
      colf[1]*= ig;
      colf[2]*= ib;
      
}


void RE_shadehalo(HaloRen *har, char *col, unsigned int zz, float dist, float xn, float yn, short flarec)
{
      /* fill in in col */
      extern float hashvectf[];
      float t, zn, radist, ringf=0.0, linef=0.0, alpha, si, co, colf[4];
      int colt, a;
   
      if(R.wrld.mode & WO_MIST) {
       if(har->type & HA_ONLYSKY) {
           /* stars have no mist */
           alpha= har->alfa;
       }
       else {
           /* patchy... */
           R.zcor= -har->co[2];
           alpha= mistfactor(har->co)*har->alfa;
       }
      }
      else alpha= har->alfa;
      
      if(alpha==0.0) {
            col[0] = 0;
            col[1] = 0;
            col[2] = 0;
            col[3] = 0;

/*          *( (int *)col )=0; */

            return;
      }

      radist= sqrt(dist);

      /* watch it: abused value: flarec was set to zero in pixstruct */
      if(flarec) har->pixels+= (int)(har->rad-radist);

      if(har->ringc) {
            float *rc, fac;
            int ofs;
            
            /* per ring an antialised circle */
            ofs= har->seed;
            
            for(a= har->ringc; a>0; a--, ofs+=2) {
                  
                  rc= hashvectf + (ofs % 768);
                  
                  fac= fabs( rc[1]*(har->rad*fabs(rc[0]) - radist) );
                  
                  if(fac< 1.0) {
                        ringf+= (1.0-fac);
                  }
            }
      }

      if(har->type & HA_VECT) {
            dist= fabs( har->cos*(yn) - har->sin*(xn) )/har->rad;
            if(dist>1.0) dist= 1.0;
            if(har->tex) {
                  zn= har->sin*xn - har->cos*yn;
                  yn= har->cos*xn + har->sin*yn;
                  xn= zn;
            }
      }
      else dist= dist/har->radsq;

      if(har->type & HA_FLARECIRC) {
            
            dist= 0.5+fabs(dist-0.5);
            
      }

      if(har->hard>=30) {
            dist= sqrt(dist);
            if(har->hard>=40) {
                  dist= sin(dist*M_PI_2);
                  if(har->hard>=50) {
                        dist= sqrt(dist);
                  }
            }
      }
      else if(har->hard<20) dist*=dist;

      dist=(1.0-dist);
      
      if(har->linec) {
            float *rc, fac;
            int ofs;
            
            /* per starpoint an antialaised line */
            ofs= har->seed;
            
            for(a= har->linec; a>0; a--, ofs+=3) {
                  
                  rc= hashvectf + (ofs % 768);
                  
                  fac= fabs( (xn)*rc[0]+(yn)*rc[1]);
                  
                  if(fac< 1.0 ) {
                        linef+= (1.0-fac);
                  }
            }
            
            linef*= dist;
            
      }

      if(har->starpoints) {
            float ster, hoek;
            /* rotation */
            hoek= atan2(yn, xn);
            hoek*= (1.0+0.25*har->starpoints);
            
            co= cos(hoek);
            si= sin(hoek);
            
            hoek= (co*xn+si*yn)*(co*yn-si*xn);
            
            ster= fabs(hoek);
            if(ster>1.0) {
                  ster= (har->rad)/(ster);
                  
                  if(ster<1.0) dist*= sqrt(ster);
            }
      }
      
      /* halo intersected? */
      if(har->zs> zz-har->zd) {
            t= ((float)(zz-har->zs))/(float)har->zd;
            alpha*= sqrt(sqrt(t));
      }

      dist*= alpha;
      ringf*= dist;
      linef*= alpha;
      
      if(dist<0.003) {
            *( (int *)col )=0;
            return;
      }

      /* texture? */
      if(har->tex) {
            colf[0]= har->r; colf[1]= har->g; colf[2]= har->b;
            colf[3]= dist;
            do_halo_tex(har, xn, yn, colf);     // can return without setting colf
            
            /* dist== colf[3]; */
            
            colf[0]*= colf[3];
            colf[1]*= colf[3];
            colf[2]*= colf[3];
            
      }
      else {
            colf[0]= dist*har->r;
            colf[1]= dist*har->g;
            colf[2]= dist*har->b;
            
            if(har->type & HA_XALPHA) colf[3]= dist*dist;
            else colf[3]= dist;
      }

      if(har->mat && har->mat->mode & MA_HALO_SHADE) {
            /* we test for lights because of preview... */
            if(R.totlamp) render_lighting_halo(har, colf);
      }

      if(linef!=0.0) {
            Material *ma= har->mat;
            
            colf[0]+= 255.0*linef*ma->specr;
            colf[1]+= 255.0*linef*ma->specg;
            colf[2]+= 255.0*linef*ma->specb;
            
            if(har->type & HA_XALPHA) colf[3]+= linef*linef;
            else colf[3]+= linef;
      }
      if(ringf!=0.0) {
            Material *ma= har->mat;
            
            colf[0]+= 255.0*ringf*ma->mirr;
            colf[1]+= 255.0*ringf*ma->mirg;
            colf[2]+= 255.0*ringf*ma->mirb;
            
            if(har->type & HA_XALPHA) colf[3]+= ringf*ringf;
            else colf[3]+= ringf;
      }

      colt= 255.0*colf[3];
      if(colt>254) col[3]= 255; else col[3]= colt;

      colt= colf[2];
      if(colt>254) col[2]= 255; else col[2]= colt;

      colt= colf[1];
      if(colt>254) col[1]= 255; else col[1]= colt;

      colt= colf[0];
      if(colt>254) col[0]= 255; else col[0]= colt;

}


unsigned int calchalo_z(HaloRen *har, unsigned int zz)
{

      if(har->type & HA_ONLYSKY) {
            if(zz!=0x7FFFFFFF) zz= 0;
      }
      else {
            zz= (zz>>8);
            if(zz<0x800000) zz= (zz+0x7FFFFF);
            else zz= (zz-0x800000);
      }
      return zz;
}

void scanlinehaloPS(unsigned int *rectz, long *rectdelta, unsigned int *rectt, short ys)
{
      HaloRen *har = NULL;
      PixStr *ps;
      float dist,xsq,ysq,xn,yn;
      unsigned int a, *rz, *rt, zz;
      long *rd;
      int accol[4];
      short minx,maxx,x,aantal, aantalm, flarec;
      char col[4];

      for(a=0;a<R.tothalo;a++) {
            if((a & 255)==0) har= R.bloha[a>>8];
            else har++;

            if( RE_local_test_break() ) break;  

            if(ys>har->maxy);
            else if(ys<har->miny);
            else {
                  minx= floor(har->xs-har->rad);
                  maxx= ceil(har->xs+har->rad);
                  
                  if(maxx<0);
                  else if(R.rectx<minx);
                  else {
                        if(minx<0) minx= 0;
                        if(maxx>=R.rectx) maxx= R.rectx-1;

                        rt= rectt+minx;
                        rd= rectdelta+minx;
                        rz= rectz+minx;

                        yn= (ys-har->ys)*R.ycor;
                        ysq= yn*yn;
                        for(x=minx; x<=maxx; x++) {
                              
                              flarec= har->flarec;    /* har->pixels is inly allowd to count once */

                              if( IS_A_POINTER_CODE(*rd)) {
                                    xn= x-har->xs;
                                    xsq= xn*xn;
                                    dist= xsq+ysq;
                                    if(dist<har->radsq) {
                                          ps= (PixStr *) POINTER_FROM_CODE(*rd);
                                          aantal= 0;
                                          accol[0]=accol[1]=accol[2]=accol[3]= 0;
                                          while(ps) {
                                                aantalm= count_mask(ps->mask);
                                                aantal+= aantalm;

                                                zz= calchalo_z(har, ps->z);
                                                if(zz> har->zs) {
                                                      *( (int *)col )= 0;
                                                      RE_shadehalo(har, col, zz, dist, xn, yn, flarec);
                                                      accol[0]+= aantalm*col[0];
                                                      accol[1]+= aantalm*col[1];
                                                      accol[2]+= aantalm*col[2];
                                                      accol[3]+= aantalm*col[3];
                                                      flarec= 0;
                                                }

                                                ps= ps->next;
                                          }
                                          ps= (PixStr *) POINTER_FROM_CODE(*rd);
                                          aantal= R.osa-aantal;
                                          
                                          zz= calchalo_z(har, *rz);
                                          if(zz> har->zs) {
                                                *( (int *)col )= 0;
                                                RE_shadehalo(har, col, zz, dist, xn, yn, flarec);
                                                accol[0]+= aantal*col[0];
                                                accol[1]+= aantal*col[1];
                                                accol[2]+= aantal*col[2];
                                                accol[3]+= aantal*col[3];
                                          }


                                          col[0]= accol[0]/R.osa;
                                          col[1]= accol[1]/R.osa;
                                          col[2]= accol[2]/R.osa;
                                          col[3]= accol[3]/R.osa;

                                          /* if(behind > (R.osa>>1)) addalphaUnder(rt,col); */
                                          RE_addalphaAddfac((char *)rt, (char *)col, har->add);
                                    }
                              }
                              else {
                                    zz= calchalo_z(har, *rz);
                                    if(zz> har->zs) {
                                          xn= x- har->xs;
                                          xsq= xn*xn;
                                          dist= xsq+ysq;
                                          if(dist<har->radsq) {
                                                RE_shadehalo(har, col, zz, dist, xn, yn, flarec);
                                                RE_addalphaAddfac((char *)rt, (char *)col, har->add);
                                          }
                                    }
                              }
                              rt++;
                              rz++;
                              rd++;
                        }
                        
                  }
            }
      }

}

void scanlinehalo(unsigned int *rectz, unsigned int *rectt, short ys)
{
      HaloRen *har = NULL;
      float dist,xsq,ysq,xn,yn;
      unsigned int a, *rz, *rt, zz;
      short minx,maxx, x;
      char col[4];

      for(a=0; a<R.tothalo; a++) {
            if((a & 255)==0) har= R.bloha[a>>8];
            else har++;

            if(RE_local_test_break() ) break; 

            if(ys>har->maxy);
            else if(ys<har->miny);
            else {
                  minx= floor(har->xs-har->rad);
                  maxx= ceil(har->xs+har->rad);
                  
                  if(maxx<0);
                  else if(R.rectx<minx);
                  else {
                        if(minx<0) minx= 0;
                        if(maxx>=R.rectx) maxx= R.rectx-1;

                        rt= rectt+minx;
                        rz= rectz+minx;

                        yn= (ys-har->ys)*R.ycor;
                        ysq= yn*yn;
                        for(x=minx; x<=maxx; x++) {
                        
                              zz= calchalo_z(har, *rz);
                              if(zz> har->zs) {
                                    xn= x- har->xs;
                                    xsq= xn*xn;
                                    dist= xsq+ysq;
                                    if(dist<har->radsq) {
                                          RE_shadehalo(har, col, zz, dist, xn, yn, har->flarec);
                                          RE_addalphaAddfac((char *)rt, (char *)col, har->add);
                                    }
                              }

                              rt++;
                              rz++;
                        }
                  }
            }
      }

}

void halovert()
{
      HaloRen *har = NULL;
      float dist, xsq, ysq, xn, yn;
      unsigned int a, *rectz, *rz, *rectt, *rt, zz;
      int minx, maxx, miny, maxy, x, y;
      char col[4];


      for(a=0;a<R.tothalo;a++) {
            if((a & 255)==0) har= R.bloha[a>>8];
            else har++;

            if(RE_local_test_break() ) break; 

            if(har->maxy<0);
            else if(R.recty<har->miny);
            else {
                  minx= floor(har->xs-har->rad);
                  maxx= ceil(har->xs+har->rad);
                  
                  if(maxx<0);
                  else if(R.rectx<minx);
                  else {
                  
                        miny= floor(har->ys-har->rad);
                        maxy= ceil(har->ys+har->rad);

                        if(minx<0) minx= 0;
                        if(maxx>=R.rectx) maxx= R.rectx-1;
                        if(miny<0) miny= 0;
                        if(maxy>R.recty) maxy= R.recty;

                        rectt= R.rectot+ R.rectx*miny;
                        rectz= R.rectz+ R.rectx*miny;

                        for(y=miny;y<maxy;y++) {

                              rz= rectz+minx;

                              rt= (rectt+minx);

                              yn= (y - har->ys)*R.ycor;
                              ysq= yn*yn;
                              for(x=minx;x<=maxx;x++) {
                                    
                                    zz= calchalo_z(har, *rz);
                                    
                                    if(zz> har->zs) {

                                          xn= x - har->xs;
                                          xsq= xn*xn;
                                          dist= xsq+ysq;
                                          if(dist<har->radsq) {
                                                RE_shadehalo(har, col, zz, dist, xn, yn, har->flarec);
                                                
                                                RE_addalphaAddfac((char *)rt, (char *)col, har->add);
                                                
                                          }
                                    }
                                    rt++;
                                    rz++;
                              }

                              rectt+= R.rectx;
                              rectz+= R.rectx;
                              
                              if(RE_local_test_break() ) break; 
                        }

                  }
            }
      }
}

/* ---------------- shaders ----------------------- */

static double Normalise_d(double *n)
{
      double d;
      
      d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];

      if(d>0.00000000000000001) {
            d= sqrt(d);

            n[0]/=d; 
            n[1]/=d; 
            n[2]/=d;
      } else {
            n[0]=n[1]=n[2]= 0.0;
            d= 0.0;
      }
      return d;
}


/* Stoke's form factor. Need doubles here for extreme small area sizes */
static float area_lamp_energy(float *co, float *vn, LampRen *lar)
{
      double fac;
      double vec[4][3]; /* vectors of rendered co to vertices lamp */
      double cross[4][3];     /* cross products of this */
      double rad[4];          /* angles between vecs */

      VECSUB(vec[0], co, lar->area[0]);
      VECSUB(vec[1], co, lar->area[1]);
      VECSUB(vec[2], co, lar->area[2]);
      VECSUB(vec[3], co, lar->area[3]);
      
      Normalise_d(vec[0]);
      Normalise_d(vec[1]);
      Normalise_d(vec[2]);
      Normalise_d(vec[3]);

      /* cross product */
      CROSS(cross[0], vec[0], vec[1]);
      CROSS(cross[1], vec[1], vec[2]);
      CROSS(cross[2], vec[2], vec[3]);
      CROSS(cross[3], vec[3], vec[0]);

      Normalise_d(cross[0]);
      Normalise_d(cross[1]);
      Normalise_d(cross[2]);
      Normalise_d(cross[3]);

      /* angles */
      rad[0]= vec[0][0]*vec[1][0]+ vec[0][1]*vec[1][1]+ vec[0][2]*vec[1][2];
      rad[1]= vec[1][0]*vec[2][0]+ vec[1][1]*vec[2][1]+ vec[1][2]*vec[2][2];
      rad[2]= vec[2][0]*vec[3][0]+ vec[2][1]*vec[3][1]+ vec[2][2]*vec[3][2];
      rad[3]= vec[3][0]*vec[0][0]+ vec[3][1]*vec[0][1]+ vec[3][2]*vec[0][2];

      rad[0]= acos(rad[0]);
      rad[1]= acos(rad[1]);
      rad[2]= acos(rad[2]);
      rad[3]= acos(rad[3]);

      /* Stoke formula */
      VECMUL(cross[0], rad[0]);
      VECMUL(cross[1], rad[1]);
      VECMUL(cross[2], rad[2]);
      VECMUL(cross[3], rad[3]);

      fac=  vn[0]*cross[0][0]+ vn[1]*cross[0][1]+ vn[2]*cross[0][2];
      fac+= vn[0]*cross[1][0]+ vn[1]*cross[1][1]+ vn[2]*cross[1][2];
      fac+= vn[0]*cross[2][0]+ vn[1]*cross[2][1]+ vn[2]*cross[2][2];
      fac+= vn[0]*cross[3][0]+ vn[1]*cross[3][1]+ vn[2]*cross[3][2];

      if(fac<=0.0) return 0.0;
      return pow(fac*lar->areasize, lar->k);    // corrected for buttons size and lar->dist^2
}


float spec(float inp, int hard)     
{
      float b1;
      
      if(inp>=1.0) return 1.0;
      else if (inp<=0.0) return 0.0;
      
      b1= inp*inp;
      /* avoid FPE */
      if(b1<0.01) b1= 0.01;   
      
      if((hard & 1)==0)  inp= 1.0;
      if(hard & 2)  inp*= b1;
      b1*= b1;
      if(hard & 4)  inp*= b1;
      b1*= b1;
      if(hard & 8)  inp*= b1;
      b1*= b1;
      if(hard & 16) inp*= b1;
      b1*= b1;

      /* avoid FPE */
      if(b1<0.001) b1= 0.0;   

      if(hard & 32) inp*= b1;
      b1*= b1;
      if(hard & 64) inp*=b1;
      b1*= b1;
      if(hard & 128) inp*=b1;

      if(b1<0.001) b1= 0.0;   

      if(hard & 256) {
            b1*= b1;
            inp*=b1;
      }

      return inp;
}

float Phong_Spec( float *n, float *l, float *v, int hard )
{
      float h[3];
      float rslt;

      h[0] = l[0] + v[0];
      h[1] = l[1] + v[1];
      h[2] = l[2] + v[2];
      Normalise(h);

      rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];

      if( rslt > 0.0 ) rslt= spec(rslt, hard);
      else rslt = 0.0;

      return rslt;
}


/* reduced cook torrance spec (for off-specular peak) */
float CookTorr_Spec(float *n, float *l, float *v, int hard)
{
      float i, nh, nv, h[3];

      h[0]= v[0]+l[0];
      h[1]= v[1]+l[1];
      h[2]= v[2]+l[2];
      Normalise(h);

      nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2];
      if(nh<0.0) return 0.0;
      nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2];
      if(nv<0.0) nv= 0.0;

      i= spec(nh, hard);

      i= i/(0.1+nv);
      return i;
}

/* Blinn spec */
float Blinn_Spec(float *n, float *l, float *v, float refrac, float spec_power )
{
      float i, nh, nv, nl, vh, h[3];
      float a, b, c, g=0.0, p, f, ang;

      if(refrac < 1.0) return 0.0;
      if(spec_power == 0.0) return 0.0;
      
      /* conversion from 'hardness' (1-255) to 'spec_power' (50 maps at 0.1) */
      if(spec_power<100.0)
            spec_power= sqrt(1.0/spec_power);
      else spec_power= 10.0/spec_power;
      
      h[0]= v[0]+l[0];
      h[1]= v[1]+l[1];
      h[2]= v[2]+l[2];
      Normalise(h);

      nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */

      if(nh<0.0) return 0.0;

      nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */

      if(nv<=0.0) nv= 0.01;

      nl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */

      if(nl<=0.0) {
            nl= 0.0;
            return 0.0;
      }

      vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and half-way vector */
      if(vh<=0.0) vh= 0.01;

      a = 1.0;
      b = (2.0*nh*nv)/vh;
      c = (2.0*nh*nl)/vh;

      if( a < b && a < c ) g = a;
      else if( b < a && b < c ) g = b;
      else if( c < a && c < b ) g = c;

      p = sqrt( (double)((refrac * refrac)+(vh*vh)-1.0) );
      f = (((p-vh)*(p-vh))/((p+vh)*(p+vh)))*(1+((((vh*(p+vh))-1.0)*((vh*(p+vh))-1.0))/(((vh*(p-vh))+1.0)*((vh*(p-vh))+1.0))));
      ang = (float)acos((double)(nh));

      i= f * g * exp((double)(-(ang*ang) / (2.0*spec_power*spec_power)));

      return i;
}

/* cartoon render spec */
float Toon_Spec( float *n, float *l, float *v, float size, float smooth )
{
      float h[3];
      float ang;
      float rslt;
      
      h[0] = l[0] + v[0];
      h[1] = l[1] + v[1];
      h[2] = l[2] + v[2];
      Normalise(h);
      
      rslt = h[0]*n[0] + h[1]*n[1] + h[2]*n[2];
      
      ang = acos( rslt ); 
      
      if( ang < size ) rslt = 1.0;
      else if( ang >= (size + smooth) || smooth == 0.0 ) rslt = 0.0;
      else rslt = 1.0 - ((ang - size) / smooth);
      
      return rslt;
}

/* cartoon render diffuse */
float Toon_Diff( float *n, float *l, float *v, float size, float smooth )
{
      float rslt, ang;

      rslt = n[0]*l[0] + n[1]*l[1] + n[2]*l[2];

      ang = acos( (double)(rslt) );

      if( ang < size ) rslt = 1.0;
      else if( ang >= (size + smooth) || smooth == 0.0 ) rslt = 0.0;
      else rslt = 1.0 - ((ang - size) / smooth);

      return rslt;
}

/* Oren Nayar diffuse */

/* 'nl' is either dot product, or return value of area light */
/* in latter case, only last multiplication uses 'nl' */
float OrenNayar_Diff_i(float nl, float *n, float *l, float *v, float rough )
{
      float i, nh, nv, vh, realnl, h[3];
      float a, b, t, A, B;
      float Lit_A, View_A, Lit_B[3], View_B[3];
      
      h[0]= v[0]+l[0];
      h[1]= v[1]+l[1];
      h[2]= v[2]+l[2];
      Normalise(h);
      
      nh= n[0]*h[0]+n[1]*h[1]+n[2]*h[2]; /* Dot product between surface normal and half-way vector */
      if(nh<0.0) nh = 0.0;
      
      nv= n[0]*v[0]+n[1]*v[1]+n[2]*v[2]; /* Dot product between surface normal and view vector */
      if(nv<=0.0) nv= 0.0;
      
      realnl= n[0]*l[0]+n[1]*l[1]+n[2]*l[2]; /* Dot product between surface normal and light vector */
      if(realnl<=0.0) return 0.0;
      if(nl<0.0) return 0.0;        /* value from area light */
      
      vh= v[0]*h[0]+v[1]*h[1]+v[2]*h[2]; /* Dot product between view vector and halfway vector */
      if(vh<=0.0) vh= 0.0;
      
      Lit_A = acos(realnl);
      View_A = acos( nv );
      
      Lit_B[0] = l[0] - (realnl * n[0]);
      Lit_B[1] = l[1] - (realnl * n[1]);
      Lit_B[2] = l[2] - (realnl * n[2]);
      Normalise( Lit_B );
      
      View_B[0] = v[0] - (nv * n[0]);
      View_B[1] = v[1] - (nv * n[1]);
      View_B[2] = v[2] - (nv * n[2]);
      Normalise( View_B );
      
      t = Lit_B[0]*View_B[0] + Lit_B[1]*View_B[1] + Lit_B[2]*View_B[2];
      if( t < 0 ) t = 0;
      
      if( Lit_A > View_A ) {
            a = Lit_A;
            b = View_A;
      }
      else {
            a = View_A;
            b = Lit_A;
      }
      
      A = 1 - (0.5 * ((rough * rough) / ((rough * rough) + 0.33)));
      B = 0.45 * ((rough * rough) / ((rough * rough) + 0.09));
      
      b*= 0.95;   /* prevent tangens from shooting to inf, 'nl' can be not a dot product here. */
                        /* overflow only happens with extreme size area light, and higher roughness */
      i = nl * ( A + ( B * t * sin(a) * tan(b) ) );
      
      return i;
}

/* Oren Nayar diffuse */
float OrenNayar_Diff(float *n, float *l, float *v, float rough )
{
      float nl= n[0]*l[0] + n[1]*l[1] + n[2]*l[2];
      return OrenNayar_Diff_i(nl, n, l, v, rough);
}


/* --------------------------------------------- */

void calc_R_ref(ShadeInput *shi)
{
      float i;

      /* shi->vn dot shi->view */
      i= -2*(shi->vn[0]*shi->view[0]+shi->vn[1]*shi->view[1]+shi->vn[2]*shi->view[2]);

      shi->ref[0]= (shi->view[0]+i*shi->vn[0]);
      shi->ref[1]= (shi->view[1]+i*shi->vn[1]);
      shi->ref[2]= (shi->view[2]+i*shi->vn[2]);
      if(shi->osatex) {
            if(shi->vlr->flag & R_SMOOTH) {
                  i= -2*( (shi->vn[0]+O.dxno[0])*(shi->view[0]+O.dxview) +
                        (shi->vn[1]+O.dxno[1])*shi->view[1]+ (shi->vn[2]+O.dxno[2])*shi->view[2] );

                  O.dxref[0]= shi->ref[0]- ( shi->view[0]+O.dxview+i*(shi->vn[0]+O.dxno[0]));
                  O.dxref[1]= shi->ref[1]- (shi->view[1]+ i*(shi->vn[1]+O.dxno[1]));
                  O.dxref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+O.dxno[2]));

                  i= -2*( (shi->vn[0]+O.dyno[0])*shi->view[0]+
                        (shi->vn[1]+O.dyno[1])*(shi->view[1]+O.dyview)+ (shi->vn[2]+O.dyno[2])*shi->view[2] );

                  O.dyref[0]= shi->ref[0]- (shi->view[0]+ i*(shi->vn[0]+O.dyno[0]));
                  O.dyref[1]= shi->ref[1]- (shi->view[1]+O.dyview+i*(shi->vn[1]+O.dyno[1]));
                  O.dyref[2]= shi->ref[2]- (shi->view[2]+ i*(shi->vn[2]+O.dyno[2]));

            }
            else {

                  i= -2*( shi->vn[0]*(shi->view[0]+O.dxview) +
                        shi->vn[1]*shi->view[1]+ shi->vn[2]*shi->view[2] );

                  O.dxref[0]= shi->ref[0]- (shi->view[0]+O.dxview+i*shi->vn[0]);
                  O.dxref[1]= shi->ref[1]- (shi->view[1]+ i*shi->vn[1]);
                  O.dxref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);

                  i= -2*( shi->vn[0]*shi->view[0]+
                        shi->vn[1]*(shi->view[1]+O.dyview)+ shi->vn[2]*shi->view[2] );

                  O.dyref[0]= shi->ref[0]- (shi->view[0]+ i*shi->vn[0]);
                  O.dyref[1]= shi->ref[1]- (shi->view[1]+O.dyview+i*shi->vn[1]);
                  O.dyref[2]= shi->ref[2]- (shi->view[2]+ i*shi->vn[2]);
            }
      }

}

/* mix of 'real' fresnel and allowing control. grad defines blending gradient */
float fresnel_fac(float *view, float *vn, float grad, float fac)
{
      float t1, t2;
      
      if(fac==0.0) return 1.0;
      
      t1= (view[0]*vn[0] + view[1]*vn[1] + view[2]*vn[2]);
      if(t1>0.0)  t2= 1.0+t1;
      else t2= 1.0-t1;
      
      t2= grad + (1.0-grad)*pow(t2, fac);

      if(t2<0.0) return 0.0;
      else if(t2>1.0) return 1.0;
      return t2;
}

void shade_color(ShadeInput *shi, ShadeResult *shr)
{
      Material *ma= shi->matren;

      if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
            ma->r= shi->vcol[0];
            ma->g= shi->vcol[1];
            ma->b= shi->vcol[2];
      }
      
      ma->alpha= shi->mat->alpha;   // copy to render material, for fresnel and spectra

      if(ma->texco) {
            if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
                  shi->mat->r= shi->vcol[0];
                  shi->mat->g= shi->vcol[1];
                  shi->mat->b= shi->vcol[2];
            }
            do_material_tex(shi);
      }

      if(ma->mode & (MA_ZTRA|MA_RAYTRANSP)) {
            if(ma->fresnel_tra!=0.0) 
                  ma->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);
      }

      shr->diff[0]= ma->r;
      shr->diff[1]= ma->g;
      shr->diff[2]= ma->b;
      shr->alpha= ma->alpha;
}

/* r g b = 1 value, col = vector */
static void ramp_blend(int type, float *r, float *g, float *b, float fac, float *col)
{
      float tmp, facm= 1.0-fac;
      
      switch (type) {
      case MA_RAMP_BLEND:
            *r = facm*(*r) + fac*col[0];
            *g = facm*(*g) + fac*col[1];
            *b = facm*(*b) + fac*col[2];
            break;
      case MA_RAMP_ADD:
            *r += fac*col[0];
            *g += fac*col[1];
            *b += fac*col[2];
            break;
      case MA_RAMP_MULT:
            *r *= (facm + fac*col[0]);
            *g *= (facm + fac*col[1]);
            *b *= (facm + fac*col[2]);
            break;
      case MA_RAMP_SCREEN:
            *r = 1.0-(facm + (1.0 - col[0]))*(1.0 - *r);
            *g = 1.0-(facm + (1.0 - col[1]))*(1.0 - *g);
            *b = 1.0-(facm + (1.0 - col[2]))*(1.0 - *b);
            break;
      case MA_RAMP_SUB:
            *r -= fac*col[0];
            *g -= fac*col[1];
            *b -= fac*col[2];
            break;
      case MA_RAMP_DIV:
            if(col[0]!=0.0)
                  *r = facm*(*r) + fac*(*r)/col[0];
            if(col[1]!=0.0)
                  *g = facm*(*g) + fac*(*g)/col[1];
            if(col[2]!=0.0)
                  *b = facm*(*b) + fac*(*b)/col[2];
            break;
      case MA_RAMP_DIFF:
            *r = facm*(*r) + fac*fabs(*r-col[0]);
            *g = facm*(*g) + fac*fabs(*g-col[1]);
            *b = facm*(*b) + fac*fabs(*b-col[2]);
            break;
      case MA_RAMP_DARK:
            tmp= fac*col[0];
            if(tmp < *r) *r= tmp; 
            tmp= fac*col[1];
            if(tmp < *g) *g= tmp; 
            tmp= fac*col[2];
            if(tmp < *b) *b= tmp; 
            break;
      case MA_RAMP_LIGHT:
            tmp= fac*col[0];
            if(tmp > *r) *r= tmp; 
            tmp= fac*col[1];
            if(tmp > *g) *g= tmp; 
            tmp= fac*col[2];
            if(tmp > *b) *b= tmp; 
            break;
      }

}

/* ramp for at end of shade */
void ramp_diffuse_result(float *diff, ShadeInput *shi)
{
      Material *ma= shi->matren;
      float col[4], fac=0;

      if(ma->ramp_col) {
            if(ma->rampin_col==MA_RAMP_IN_RESULT) {
                  
                  fac= 0.3*diff[0] + 0.58*diff[1] + 0.12*diff[2];
                  do_colorband(ma->ramp_col, fac, col);
                  
                  /* blending method */
                  fac= col[3]*ma->rampfac_col;
                  
                  ramp_blend(ma->rampblend_col, diff, diff+1, diff+2, fac, col);
            }
      }
}

/* r,g,b denote energy, ramp is used with different values to make new material color */
void add_to_diffuse(float *diff, ShadeInput *shi, float is, float r, float g, float b)
{
      Material *ma= shi->matren;
      float col[4], colt[3], fac=0;
      
      if(ma->ramp_col && (ma->mode & MA_RAMP_COL)) {
            
            /* MA_RAMP_IN_RESULT is exceptional */
            if(ma->rampin_col==MA_RAMP_IN_RESULT) {
                  // normal add
                  diff[0] += r * ma->r;
                  diff[1] += g * ma->g;
                  diff[2] += b * ma->b;
            }
            else {
                  /* input */
                  switch(ma->rampin_col) {
                  case MA_RAMP_IN_ENERGY:
                        fac= 0.3*r + 0.58*g + 0.12*b;
                        break;
                  case MA_RAMP_IN_SHADER:
                        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];
                        break;
                  }
      
                  do_colorband(ma->ramp_col, fac, col);
                  
                  /* blending method */
                  fac= col[3]*ma->rampfac_col;
                  colt[0]= ma->r; colt[1]= ma->g; colt[2]= ma->b;

                  ramp_blend(ma->rampblend_col, colt, colt+1, colt+2, fac, col);

                  /* output to */
                  diff[0] += r * colt[0];
                  diff[1] += g * colt[1];
                  diff[2] += b * colt[2];
            }
      }
      else {
            diff[0] += r * ma->r;
            diff[1] += g * ma->g;
            diff[2] += b * ma->b;
      }
}

void ramp_spec_result(float *specr, float *specg, float *specb, ShadeInput *shi)
{
      Material *ma= shi->matren;
      float col[4];
      float fac;
      
      if(ma->ramp_spec && (ma->rampin_spec==MA_RAMP_IN_RESULT)) {
            fac= 0.3*(*specr) + 0.58*(*specg) + 0.12*(*specb);
            do_colorband(ma->ramp_spec, fac, col);
            
            /* blending method */
            fac= col[3]*ma->rampfac_spec;
            
            ramp_blend(ma->rampblend_spec, specr, specg, specb, fac, col);
            
      }
}

/* is = dot product shade, t = spec energy */
void do_specular_ramp(ShadeInput *shi, float is, float t, float *spec)
{
      Material *ma= shi->matren;
      float col[4];
      float fac=0.0;
      
      spec[0]= ma->specr;
      spec[1]= ma->specg;
      spec[2]= ma->specb;

      /* MA_RAMP_IN_RESULT is exception */
      if(ma->ramp_spec && (ma->rampin_spec!=MA_RAMP_IN_RESULT)) {
            
            /* input */
            switch(ma->rampin_spec) {
            case MA_RAMP_IN_ENERGY:
                  fac= t;
                  break;
            case MA_RAMP_IN_SHADER:
                  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];
                  break;
            }
            
            do_colorband(ma->ramp_spec, fac, col);
            
            /* blending method */
            fac= col[3]*ma->rampfac_spec;
            
            ramp_blend(ma->rampblend_spec, spec, spec+1, spec+2, fac, col);
      }
}



static void ambient_occlusion(World *wrld, ShadeInput *shi, ShadeResult *shr)
{
      float f, shadfac[4];
      
      if((wrld->mode & WO_AMB_OCC) && (R.r.mode & R_RAYTRACE) && shi->matren->amb!=0.0) {
            ray_ao(shi, wrld, shadfac);

            if(wrld->aocolor==WO_AOPLAIN) {
                  if (wrld->aomix==WO_AOADDSUB) shadfac[3] = 2.0*shadfac[3]-1.0;
                  else if (wrld->aomix==WO_AOSUB) shadfac[3] = shadfac[3]-1.0;

                  f= wrld->aoenergy*shadfac[3]*shi->matren->amb;
                  add_to_diffuse(shr->diff, shi, f, f, f, f);
                  //shr->diff[0] += f;
                  //shr->diff[1] += f;
                  //shr->diff[2] += f;
            }
            else {
                  if (wrld->aomix==WO_AOADDSUB) {
                        shadfac[0] = 2.0*shadfac[0]-1.0;
                        shadfac[1] = 2.0*shadfac[1]-1.0;
                        shadfac[2] = 2.0*shadfac[2]-1.0;
                  }
                  else if (wrld->aomix==WO_AOSUB) {
                        shadfac[0] = shadfac[0]-1.0;
                        shadfac[1] = shadfac[1]-1.0;
                        shadfac[2] = shadfac[2]-1.0;
                  }
                  f= wrld->aoenergy*shi->matren->amb;
                  add_to_diffuse(shr->diff, shi, f, f*shadfac[0], f*shadfac[1], f*shadfac[2]);
                  //shr->diff[0] += f*shadfac[0];
                  //shr->diff[1] += f*shadfac[1];
                  //shr->diff[2] += f*shadfac[2];
            }
      }
}

void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
{
      LampRen *lar;
      Material *ma= shi->matren;
      VlakRen *vlr= shi->vlr;
      float i, inp, inpr, is, t, lv[3], lampdist, ld = 0;
      float lvrot[3], *vn, *view, shadfac[4], soft, phongcorr;    // shadfac = rgba
      int a;

      vn= shi->vn;
      view= shi->view;
      
      memset(shr, 0, sizeof(ShadeResult));
      
      /* separate loop */
      if(ma->mode & MA_ONLYSHADOW) {
            float ir;
            
            if(R.r.mode & R_SHADOW) {
                  
                  shadfac[3]= ir= 0.0;
                  for(a=0; a<R.totlamp; a++) {
                        lar= R.la[a];
                        /* yafray: ignore shading by photonlights, not used in Blender */
                        if (lar->type==LA_YF_PHOTON) continue;
                        
                        if(lar->mode & LA_LAYER) if((lar->lay & vlr->lay)==0) continue;
                        
                        lv[0]= shi->co[0]-lar->co[0];
                        lv[1]= shi->co[1]-lar->co[1];
                        lv[2]= shi->co[2]-lar->co[2];

                        if(lar->type==LA_SPOT) {
                              /* only test within spotbundel */
                              if(lar->shb || (lar->mode & LA_SHAD_RAY)) {

                                    Normalise(lv);
                                    inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
                                    if(inpr>lar->spotsi) {
                                          
                                          inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];
                                          
                                          if(lar->shb) i = testshadowbuf(lar->shb, shi->co, inp);
                                          else {
                                                float shad[4];
                                                ray_shadow(shi, lar, shad);
                                                i= shad[3];
                                          }
                                          
                                          t= inpr - lar->spotsi;
                                          if(t<lar->spotbl && lar->spotbl!=0.0) {
                                                t/= lar->spotbl;
                                                t*= t;
                                                i= t*i+(1.0-t);
                                          }
                                          
                                          shadfac[3]+= i;
                                          ir+= 1.0;
                                    }
                                    else {
                                          shadfac[3]+= 1.0;
                                          ir+= 1.0;
                                    }
                              }
                        }
                        else if(lar->mode & LA_SHAD_RAY) {
                              float shad[4];
                              
                              /* single sided? */
                              if( vlr->n[0]*lv[0] + vlr->n[1]*lv[1] + vlr->n[2]*lv[2] > -0.01) {
                                    ray_shadow(shi, lar, shad);
                                    shadfac[3]+= shad[3];
                                    ir+= 1.0;
                              }
                        }

                  }
                  if(ir>0.0) {
                        shadfac[3]/= ir;
                        shr->alpha= (shi->mat->alpha)*(1.0-shadfac[3]);
                  }
            }
            
            if((R.wrld.mode & WO_AMB_OCC) && (R.r.mode & R_RAYTRACE) && shi->matren->amb!=0.0) {
                  float f;

                  ray_ao(shi, &R.wrld, shadfac);      // shadfac==0: full light
                  shadfac[3]= 1.0-shadfac[3];
                  
                  f= R.wrld.aoenergy*shadfac[3]*shi->matren->amb;
                  
                  if(R.wrld.aomix==WO_AOADD) {
                        shr->alpha += f;
                        shr->alpha *= f;
                  }
                  else if(R.wrld.aomix==WO_AOSUB) {
                        shr->alpha += f;
                  }
                  else {
                        shr->alpha *= f;
                        shr->alpha += f;
                  }
            }
            
            return;
      }
            
      if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
            ma->r= shi->vcol[0];
            ma->g= shi->vcol[1];
            ma->b= shi->vcol[2];
      }
      
      ma->alpha= shi->mat->alpha;   // copy to render material, for fresnel and spectra
      
      /* envmap hack, always reset */
      shi->refcol[0]= shi->refcol[1]= shi->refcol[2]= shi->refcol[3]= 0.0;

      if(ma->texco) {
            if(ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE)) {
                  shi->mat->r= shi->vcol[0];
                  shi->mat->g= shi->vcol[1];
                  shi->mat->b= shi->vcol[2];
            }
            do_material_tex(shi);
      }
      
      if(ma->mode & MA_SHLESS) {
            shr->diff[0]= ma->r;
            shr->diff[1]= ma->g;
            shr->diff[2]= ma->b;
            shr->alpha= ma->alpha;
            return;
      }

      if( (ma->mode & (MA_VERTEXCOL+MA_VERTEXCOLP))== MA_VERTEXCOL ) {
            // add_to_diffuse(shr->diff, shi, 1.0, ma->emit+shi->vcol[0], ma->emit+shi->vcol[1], ma->emit+shi->vcol[2]);
            shr->diff[0]= ma->r*(ma->emit+shi->vcol[0]);
            shr->diff[1]= ma->g*(ma->emit+shi->vcol[1]);
            shr->diff[2]= ma->b*(ma->emit+shi->vcol[2]);
      }
      else {
            // add_to_diffuse(shr->diff, shi, 1.0, ma->emit, ma->emit, ma->emit);
            shr->diff[0]= ma->r*ma->emit;
            shr->diff[1]= ma->g*ma->emit;
            shr->diff[2]= ma->b*ma->emit;
      }
      
      ambient_occlusion(&R.wrld, shi, shr);

      for(a=0; a<R.totlamp; a++) {
            lar= R.la[a];
            /* yafray: ignore shading by photonlights, not used in Blender */
            if (lar->type==LA_YF_PHOTON) continue;

            /* test for lamp layer */
            if(lar->mode & LA_LAYER) if((lar->lay & vlr->lay)==0) continue;
            
            /* lampdist calculation */
            if(lar->type==LA_SUN || lar->type==LA_HEMI) {
                  VECCOPY(lv, lar->vec);
                  lampdist= 1.0;
            }
            else {
                  lv[0]= shi->co[0]-lar->co[0];
                  lv[1]= shi->co[1]-lar->co[1];
                  lv[2]= shi->co[2]-lar->co[2];
                  ld= sqrt(lv[0]*lv[0]+lv[1]*lv[1]+lv[2]*lv[2]);
                  lv[0]/= ld;
                  lv[1]/= ld;
                  lv[2]/= ld;
                  
                  /* ld is re-used further on (texco's) */
                  if(lar->type==LA_AREA) {
                        lampdist= 1.0;
                  }
                  else {
                        if(lar->mode & LA_QUAD) {
                              t= 1.0;
                              if(lar->ld1>0.0)
                                    t= lar->dist/(lar->dist+lar->ld1*ld);
                              if(lar->ld2>0.0)
                                    t*= lar->distkw/(lar->distkw+lar->ld2*ld*ld);
      
                              lampdist= t;
                        }
                        else {
                              lampdist= (lar->dist/(lar->dist+ld));
                        }
      
                        if(lar->mode & LA_SPHERE) {
                              t= lar->dist - ld;
                              if(t<0.0) continue;
                              
                              t/= lar->dist;
                              lampdist*= (t);
                        }
                  }
            }

            if(lar->mode & LA_TEXTURE)  do_lamp_tex(lar, lv, shi);

            /* init transp shadow */
            shadfac[3]= 1.0;
            if(ma->mode & MA_SHADOW_TRA) shadfac[0]= shadfac[1]= shadfac[2]= 1.0;

            if(lar->type==LA_SPOT) {
                  
                  if(lar->mode & LA_SQUARE) {
                        if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0) {
                              float x;
                              
                              /* rotate view to lampspace */
                              VECCOPY(lvrot, lv);
                              MTC_Mat3MulVecfl(lar->imat, lvrot);
                              
                              x= MAX2(fabs(lvrot[0]/lvrot[2]) , fabs(lvrot[1]/lvrot[2]));
                              /* 1.0/(sqrt(1+x*x)) is equivalent to cos(atan(x)) */

                              inpr= 1.0/(sqrt(1+x*x));
                        }
                        else inpr= 0.0;
                  }
                  else {
                        inpr= lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2];
                  }

                  t= lar->spotsi;
                  if(inpr<t) continue;
                  else {
                        t= inpr-t;
                        i= 1.0;
                        soft= 1.0;
                        if(t<lar->spotbl && lar->spotbl!=0.0) {
                              /* soft area */
                              i= t/lar->spotbl;
                              t= i*i;
                              soft= (3.0*t-2.0*t*i);
                              inpr*= soft;
                        }
                        lampdist*=inpr;
                  }

                  if(lar->mode & LA_OSATEX) {
                        shi->osatex= 1;   /* signal for multitex() */
                        
                        O.dxlv[0]= lv[0] - (shi->co[0]-lar->co[0]+O.dxco[0])/ld;
                        O.dxlv[1]= lv[1] - (shi->co[1]-lar->co[1]+O.dxco[1])/ld;
                        O.dxlv[2]= lv[2] - (shi->co[2]-lar->co[2]+O.dxco[2])/ld;

                        O.dylv[0]= lv[0] - (shi->co[0]-lar->co[0]+O.dyco[0])/ld;
                        O.dylv[1]= lv[1] - (shi->co[1]-lar->co[1]+O.dyco[1])/ld;
                        O.dylv[2]= lv[2] - (shi->co[2]-lar->co[2]+O.dyco[2])/ld;
                  }
                  
            }

            /* dot product and reflectivity */
            /* inp = dotproduct, is = shader result, i = lamp energy (with shadow) */
            
            inp= vn[0]*lv[0] + vn[1]*lv[1] + vn[2]*lv[2];

            /* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
            if((ma->mode & MA_RAYBIAS) && (lar->mode & LA_SHAD_RAY) && (vlr->flag & R_SMOOTH)) {
                  float thresh= vlr->ob->smoothresh;
                  if(inp>thresh)
                        phongcorr= (inp-thresh)/(inp*(1.0-thresh));
                  else
                        phongcorr= 0.0;
            }
            else phongcorr= 1.0;
            
            /* diffuse shaders */
            if(lar->mode & LA_NO_DIFF) {
                  is= 0.0;    // skip shaders
            }
            else if(lar->type==LA_HEMI) {
                  is= 0.5*inp + 0.5;
            }
            else {
            
                  if(lar->type==LA_AREA) {
                        /* single sided */
                        if(lv[0]*lar->vec[0]+lv[1]*lar->vec[1]+lv[2]*lar->vec[2]>0.0)
                              inp= area_lamp_energy(shi->co, shi->vn, lar);
                        else inp= 0.0;
                  }
                  
                  /* diffuse shaders (oren nayer gets inp from area light) */
                  if(ma->diff_shader==MA_DIFF_ORENNAYAR) is= OrenNayar_Diff_i(inp, vn, lv, view, ma->roughness);
                  else if(ma->diff_shader==MA_DIFF_TOON) is= Toon_Diff(vn, lv, view, ma->param[0], ma->param[1]);
                  else is= inp;     // Lambert
            }
            
            i= is*phongcorr;
            
            if(i>0.0) {
                  i*= lampdist*ma->ref;
            }

            /* shadow and spec, (lampdist==0 outside spot) */
            if(lampdist> 0.0) {
                  
                  if(i>0.0 && (R.r.mode & R_SHADOW)) {
                        if(ma->mode & MA_SHADOW) {
                              if(lar->type==LA_HEMI); // no shadow
                              else {
                                    if(lar->shb) {
                                          shadfac[3] = testshadowbuf(lar->shb, shi->co, inp);
                                    }
                                    else if(lar->mode & LA_SHAD_RAY) {
                                          ray_shadow(shi, lar, shadfac);
                                    }
      
                                    /* warning, here it skips the loop */
                                    if(lar->mode & LA_ONLYSHADOW) {
                                          
                                          shadfac[3]= i*lar->energy*(1.0-shadfac[3]);
                                          shr->diff[0] -= shadfac[3]*ma->r;
                                          shr->diff[1] -= shadfac[3]*ma->g;
                                          shr->diff[2] -= shadfac[3]*ma->b;
                                          
                                          continue;
                                    }
                                    
                                    if(shadfac[3]==0.0) continue;
      
                                    i*= shadfac[3];
                              }
                        }
                  }
            
                  /* specularity */
                  if(shadfac[3]>0.0 && ma->spec!=0.0 && !(lar->mode & LA_NO_SPEC)) {
                        
                        if(lar->type==LA_HEMI) {
                              /* hemi uses no spec shaders (yet) */
                              
                              lv[0]+= view[0];
                              lv[1]+= view[1];
                              lv[2]+= view[2];
                              
                              Normalise(lv);
                              
                              t= vn[0]*lv[0]+vn[1]*lv[1]+vn[2]*lv[2];
                              
                              if(lar->type==LA_HEMI) {
                                    t= 0.5*t+0.5;
                              }
                              
                              t= shadfac[3]*ma->spec*spec(t, ma->har);
                              shr->spec[0]+= t*(lar->r * ma->specr);
                              shr->spec[1]+= t*(lar->g * ma->specg);
                              shr->spec[2]+= t*(lar->b * ma->specb);
                        }
                        else {
                              /* specular shaders */
                              float specfac;

                              if(ma->spec_shader==MA_SPEC_PHONG) 
                                    specfac= Phong_Spec(vn, lv, view, ma->har);
                              else if(ma->spec_shader==MA_SPEC_COOKTORR) 
                                    specfac= CookTorr_Spec(vn, lv, view, ma->har);
                              else if(ma->spec_shader==MA_SPEC_BLINN) 
                                    specfac= Blinn_Spec(vn, lv, view, ma->refrac, (float)ma->har);
                              else 
                                    specfac= Toon_Spec(vn, lv, view, ma->param[2], ma->param[3]);
                        
                              /* area lamp correction */
                              if(lar->type==LA_AREA) specfac*= inp;
                              
                              t= shadfac[3]*ma->spec*lampdist*specfac;
                              
                              if(ma->mode & MA_RAMP_SPEC) {
                                    float spec[3];
                                    do_specular_ramp(shi, specfac, t, spec);
                                    shr->spec[0]+= t*(lar->r * spec[0]);
                                    shr->spec[1]+= t*(lar->g * spec[1]);
                                    shr->spec[2]+= t*(lar->b * spec[2]);
                              }
                              else {
                                    shr->spec[0]+= t*(lar->r * ma->specr);
                                    shr->spec[1]+= t*(lar->g * ma->specg);
                                    shr->spec[2]+= t*(lar->b * ma->specb);
                              }
                        }
                  }
            }
            
            /* in case 'no diffuse' we still do most calculus, spec can be in shadow */
            if(i>0.0 && !(lar->mode & LA_NO_DIFF)) {
                  if(ma->mode & MA_SHADOW_TRA) {
                        add_to_diffuse(shr->diff, shi, is, i*shadfac[0]*lar->r, i*shadfac[1]*lar->g, i*shadfac[2]*lar->b);
                  }
                  else {
                        add_to_diffuse(shr->diff, shi, is, i*lar->r, i*lar->g, i*lar->b);
                  }
            }
      }

      if(ma->mode & (MA_ZTRA|MA_RAYTRANSP)) {
            if(ma->fresnel_tra!=0.0) 
                  ma->alpha*= fresnel_fac(shi->view, shi->vn, ma->fresnel_tra_i, ma->fresnel_tra);

            if(ma->spectra!=0.0) {

                  t = MAX3(shr->spec[0], shr->spec[1], shr->spec[2]);
                  t *= ma->spectra;
                  if(t>1.0) t= 1.0;
                  ma->alpha= (1.0-t)*ma->alpha+t;
            }
      }

      shr->alpha= ma->alpha;

      if(shr->spec[0]<0.0) shr->spec[0]= 0.0;
      if(shr->spec[1]<0.0) shr->spec[1]= 0.0;
      if(shr->spec[2]<0.0) shr->spec[2]= 0.0;

      shr->diff[0]+= ma->r*ma->amb*shi->rad[0];
      shr->diff[0]+= ma->ambr;
      if(shr->diff[0]<0.0) shr->diff[0]= 0.0;
      
      shr->diff[1]+= ma->g*ma->amb*shi->rad[1];
      shr->diff[1]+= ma->ambg;
      if(shr->diff[1]<0.0) shr->diff[1]= 0.0;
      
      shr->diff[2]+= ma->b*ma->amb*shi->rad[2];
      shr->diff[2]+= ma->ambb;
      if(shr->diff[2]<0.0) shr->diff[2]= 0.0;
      
      if(ma->mode & MA_RAMP_COL) ramp_diffuse_result(shr->diff, shi);
      if(ma->mode & MA_RAMP_SPEC) ramp_spec_result(shr->spec, shr->spec+1, shr->spec+2, shi);
      
      /* refcol is for envmap only */
      if(shi->refcol[0]!=0.0) {
            shr->diff[0]= ma->mirr*shi->refcol[1] + (1.0 - ma->mirr*shi->refcol[0])*shr->diff[0];
            shr->diff[1]= ma->mirg*shi->refcol[2] + (1.0 - ma->mirg*shi->refcol[0])*shr->diff[1];
            shr->diff[2]= ma->mirb*shi->refcol[3] + (1.0 - ma->mirb*shi->refcol[0])*shr->diff[2];
      }

}

void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3)
{
      VertRen *v1, *v2, *v3;
      VlakRen *vlr= shi->vlr;
      float l, dl;
      short texco= shi->matren->texco;
      int mode= shi->matren->mode;
      char p1, p2, p3;
      
      /* for rendering of quads, the following values are used to denote vertices:
         0 1 2    scanline tria & first half quad, and ray tria
         0 2 3    scanline 2nd half quad
         0 1 3    raytracer first half quad
         2 1 3    raytracer 2nd half quad
      */

      if(i1==0) {
            v1= vlr->v1;
            p1= ME_FLIPV1;
      } else {
            v1= vlr->v3;
            p1= ME_FLIPV3;
      }

      if(i2==1) {
            v2= vlr->v2;
            p2= ME_FLIPV2;
      } else {
            v2= vlr->v3;
            p2= ME_FLIPV3;
      }
      
      if(i3==2) {
            v3= vlr->v3;
            p3= ME_FLIPV3;
      } else {
            v3= vlr->v4;
            p3= ME_FLIPV4;
      }

      /* calculate U and V, for scanline (normal u and v are -1 to 0) */
      if(u==1.0) {
            /* exception case for wire render of edge */
            if(vlr->v2==vlr->v3);
            else if( (vlr->flag & R_SMOOTH) || (texco & NEED_UV)) {
                  float detsh, t00, t10, t01, t11;
                  
                  if(vlr->snproj==0) {
                        t00= v3->co[0]-v1->co[0]; t01= v3->co[1]-v1->co[1];
                        t10= v3->co[0]-v2->co[0]; t11= v3->co[1]-v2->co[1];
                  }
                  else if(vlr->snproj==1) {
                        t00= v3->co[0]-v1->co[0]; t01= v3->co[2]-v1->co[2];
                        t10= v3->co[0]-v2->co[0]; t11= v3->co[2]-v2->co[2];
                  }
                  else {
                        t00= v3->co[1]-v1->co[1]; t01= v3->co[2]-v1->co[2];
                        t10= v3->co[1]-v2->co[1]; t11= v3->co[2]-v2->co[2];
                  }
                  
                  detsh= t00*t11-t10*t01;
                  t00/= detsh; t01/=detsh; 
                  t10/=detsh; t11/=detsh;
            
                  if(vlr->snproj==0) {
                        u= (shi->co[0]-v3->co[0])*t11-(shi->co[1]-v3->co[1])*t10;
                        v= (shi->co[1]-v3->co[1])*t00-(shi->co[0]-v3->co[0])*t01;
                        if(shi->osatex) {
                              O.dxuv[0]=  O.dxco[0]*t11- O.dxco[1]*t10;
                              O.dxuv[1]=  O.dxco[1]*t00- O.dxco[0]*t01;
                              O.dyuv[0]=  O.dyco[0]*t11- O.dyco[1]*t10;
                              O.dyuv[1]=  O.dyco[1]*t00- O.dyco[0]*t01;
                        }
                  }
                  else if(vlr->snproj==1) {
                        u= (shi->co[0]-v3->co[0])*t11-(shi->co[2]-v3->co[2])*t10;
                        v= (shi->co[2]-v3->co[2])*t00-(shi->co[0]-v3->co[0])*t01;
                        if(shi->osatex) {
                              O.dxuv[0]=  O.dxco[0]*t11- O.dxco[2]*t10;
                              O.dxuv[1]=  O.dxco[2]*t00- O.dxco[0]*t01;
                              O.dyuv[0]=  O.dyco[0]*t11- O.dyco[2]*t10;
                              O.dyuv[1]=  O.dyco[2]*t00- O.dyco[0]*t01;
                        }
                  }
                  else {
                        u= (shi->co[1]-v3->co[1])*t11-(shi->co[2]-v3->co[2])*t10;
                        v= (shi->co[2]-v3->co[2])*t00-(shi->co[1]-v3->co[1])*t01;
                        if(shi->osatex) {
                              O.dxuv[0]=  O.dxco[1]*t11- O.dxco[2]*t10;
                              O.dxuv[1]=  O.dxco[2]*t00- O.dxco[1]*t01;
                              O.dyuv[0]=  O.dyco[1]*t11- O.dyco[2]*t10;
                              O.dyuv[1]=  O.dyco[2]*t00- O.dyco[1]*t01;
                        }
                  }
            }
      
      }
      l= 1.0+u+v;
      
      /* calculate punos (vertexnormals) */
      if(vlr->flag & R_SMOOTH) { 
            float n1[3], n2[3], n3[3];
            
            if(vlr->puno & p1) {
                  n1[0]= -v1->n[0]; n1[1]= -v1->n[1]; n1[2]= -v1->n[2];
            } else {
                  n1[0]= v1->n[0]; n1[1]= v1->n[1]; n1[2]= v1->n[2];
            }
            if(vlr->puno & p2) {
                  n2[0]= -v2->n[0]; n2[1]= -v2->n[1]; n2[2]= -v2->n[2];
            } else {
                  n2[0]= v2->n[0]; n2[1]= v2->n[1]; n2[2]= v2->n[2];
            }
            
            if(vlr->puno & p3) {
                  n3[0]= -v3->n[0]; n3[1]= -v3->n[1]; n3[2]= -v3->n[2];
            } else {
                  n3[0]= v3->n[0]; n3[1]= v3->n[1]; n3[2]= v3->n[2];
            }

            shi->vn[0]= l*n3[0]-u*n1[0]-v*n2[0];
            shi->vn[1]= l*n3[1]-u*n1[1]-v*n2[1];
            shi->vn[2]= l*n3[2]-u*n1[2]-v*n2[2];

            Normalise(shi->vn);

            if(shi->osatex && (texco & (TEXCO_NORM|TEXCO_REFL)) ) {
                  dl= O.dxuv[0]+O.dxuv[1];
                  O.dxno[0]= dl*n3[0]-O.dxuv[0]*n1[0]-O.dxuv[1]*n2[0];
                  O.dxno[1]= dl*n3[1]-O.dxuv[0]*n1[1]-O.dxuv[1]*n2[1];
                  O.dxno[2]= dl*n3[2]-O.dxuv[0]*n1[2]-O.dxuv[1]*n2[2];
                  dl= O.dyuv[0]+O.dyuv[1];
                  O.dyno[0]= dl*n3[0]-O.dyuv[0]*n1[0]-O.dyuv[1]*n2[0];
                  O.dyno[1]= dl*n3[1]-O.dyuv[0]*n1[1]-O.dyuv[1]*n2[1];
                  O.dyno[2]= dl*n3[2]-O.dyuv[0]*n1[2]-O.dyuv[1]*n2[2];

            }
      }
      else {
            VECCOPY(shi->vn, vlr->n);
      }

      /* texture coordinates. O.dxuv O.dyuv have been set */
      if(texco & NEED_UV) {
            if(texco & TEXCO_ORCO) {
                  if(v1->orco) {
                        float *o1, *o2, *o3;
                        
                        o1= v1->orco;
                        o2= v2->orco;
                        o3= v3->orco;
                        
                        shi->lo[0]= l*o3[0]-u*o1[0]-v*o2[0];
                        shi->lo[1]= l*o3[1]-u*o1[1]-v*o2[1];
                        shi->lo[2]= l*o3[2]-u*o1[2]-v*o2[2];
      
                        if(shi->osatex) {
                              dl= O.dxuv[0]+O.dxuv[1];
                              O.dxlo[0]= dl*o3[0]-O.dxuv[0]*o1[0]-O.dxuv[1]*o2[0];
                              O.dxlo[1]= dl*o3[1]-O.dxuv[0]*o1[1]-O.dxuv[1]*o2[1];
                              O.dxlo[2]= dl*o3[2]-O.dxuv[0]*o1[2]-O.dxuv[1]*o2[2];
                              dl= O.dyuv[0]+O.dyuv[1];
                              O.dylo[0]= dl*o3[0]-O.dyuv[0]*o1[0]-O.dyuv[1]*o2[0];
                              O.dylo[1]= dl*o3[1]-O.dyuv[0]*o1[1]-O.dyuv[1]*o2[1];
                              O.dylo[2]= dl*o3[2]-O.dyuv[0]*o1[2]-O.dyuv[1]*o2[2];
                        }
                  }
            }
            
            if(texco & TEXCO_GLOB) {
                  VECCOPY(shi->gl, shi->co);
                  MTC_Mat4MulVecfl(R.viewinv, shi->gl);
                  if(shi->osatex) {
                        VECCOPY(O.dxgl, O.dxco);
                        MTC_Mat3MulVecfl(R.imat, O.dxco);
                        VECCOPY(O.dygl, O.dyco);
                        MTC_Mat3MulVecfl(R.imat, O.dyco);
                  }
            }
            if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_FACETEXTURE)))  {
                  int j1=i1, j2=i2, j3=i3;
                  
                  /* to prevent storing new tfaces or vcols, we check a split runtime */
                  /*          4---3       4---3 */
                  /*          |\ 1| or  |1 /| */
                  /*          |0\ |       |/ 0| */
                  /*          1---2       1---2       0 = orig face, 1 = new face */
                  
                  /* Update vert nums to point to correct verts of original face */
                  if(vlr->flag & R_DIVIDE_24) {  
                        if(vlr->flag & R_FACE_SPLIT) {
                              j1++; j2++; j3++;
                        }
                        else {
                              j3++;
                        }
                  }
                  else if(vlr->flag & R_FACE_SPLIT) {
                        j2++; j3++; 
                  }
                  
                  if(mode & MA_VERTEXCOL) {
                        
                        if(vlr->vcol) {
                              char *cp1, *cp2, *cp3;
                              
                              cp1= (char *)(vlr->vcol+j1);
                              cp2= (char *)(vlr->vcol+j2);
                              cp3= (char *)(vlr->vcol+j3);

                              shi->vcol[0]= (l*cp3[3]-u*cp1[3]-v*cp2[3])/255.0;
                              shi->vcol[1]= (l*cp3[2]-u*cp1[2]-v*cp2[2])/255.0;
                              shi->vcol[2]= (l*cp3[1]-u*cp1[1]-v*cp2[1])/255.0;
                              
                        }
                        else {
                              shi->vcol[0]= 0.0;
                              shi->vcol[1]= 0.0;
                              shi->vcol[2]= 0.0;
                        }
                  }
                  if(vlr->tface) {
                        float *uv1, *uv2, *uv3;
                        
                        uv1= vlr->tface->uv[j1];
                        uv2= vlr->tface->uv[j2];
                        uv3= vlr->tface->uv[j3];
                        
                        shi->uv[0]= -1.0 + 2.0*(l*uv3[0]-u*uv1[0]-v*uv2[0]);
                        shi->uv[1]= -1.0 + 2.0*(l*uv3[1]-u*uv1[1]-v*uv2[1]);
                        shi->uv[2]= 0.0;  // texture.c assumes there are 3 coords
                        
                        if(shi->osatex) {
                              float duv[2];
                              
                              dl= O.dxuv[0]+O.dxuv[1];
                              duv[0]= O.dxuv[0]; 
                              duv[1]= O.dxuv[1];
                              
                              O.dxuv[0]= 2.0*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
                              O.dxuv[1]= 2.0*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
      
                              dl= O.dyuv[0]+O.dyuv[1];
                              duv[0]= O.dyuv[0]; 
                              duv[1]= O.dyuv[1];
      
                              O.dyuv[0]= 2.0*(dl*uv3[0]-duv[0]*uv1[0]-duv[1]*uv2[0]);
                              O.dyuv[1]= 2.0*(dl*uv3[1]-duv[0]*uv1[1]-duv[1]*uv2[1]);
                        }
                        
                        if(mode & MA_FACETEXTURE) {
                              if((mode & MA_VERTEXCOL)==0) {
                                    shi->vcol[0]= 1.0;
                                    shi->vcol[1]= 1.0;
                                    shi->vcol[2]= 1.0;
                              }
                              if(vlr->tface) render_realtime_texture(shi);
                        }
                  }
                  else {
                        shi->uv[0]= 2.0*(u+.5);
                        shi->uv[1]= 2.0*(v+.5);
                        shi->uv[2]= 0.0;  // texture.c assumes there are 3 coords
                        if(mode & MA_FACETEXTURE) {
                              /* no tface? set at 1.0 */
                              shi->vcol[0]= 1.0;
                              shi->vcol[1]= 1.0;
                              shi->vcol[2]= 1.0;
                        }
                  }
            }
            if(texco & TEXCO_NORM) {
                  shi->orn[0]= -shi->vn[0];
                  shi->orn[1]= -shi->vn[1];
                  shi->orn[2]= -shi->vn[2];
            }
                        
            if(mode & MA_RADIO) {
                  shi->rad[0]= (l*v3->rad[0] - u*v1->rad[0] - v*v2->rad[0]);
                  shi->rad[1]= (l*v3->rad[1] - u*v1->rad[1] - v*v2->rad[1]);
                  shi->rad[2]= (l*v3->rad[2] - u*v1->rad[2] - v*v2->rad[2]);
            }
            else {
                  shi->rad[0]= shi->rad[1]= shi->rad[2]= 0.0;
            }
                  
            if(texco & TEXCO_REFL) {
                  /* mirror reflection colour textures (and envmap) */
                  calc_R_ref(shi);
            }
            
      }
      else {
            shi->rad[0]= shi->rad[1]= shi->rad[2]= 0.0;
      }
}

  /* x,y: window coordinate from 0 to rectx,y */
  /* return pointer to rendered face */
  
float bluroffsx, bluroffsy;   // set in initrender.c (ton)

void *shadepixel(float x, float y, int vlaknr, int mask, float *col)
{
      ShadeResult shr;
      ShadeInput shi;
      VlakRen *vlr=NULL;
      
      if(vlaknr< 0) {   /* error */
            return NULL;
      }
      /* currently in use for dithering soft shadow */
      shi.xs= x;
      shi.ys= y;
      
      /* mask is used to indicate amount of samples (ray shad/mir and AO) */
      shi.mask= mask;
      shi.depth= 0;     // means first hit, not raytracing
      
      if(vlaknr==0) {   /* sky */
            col[0]= 0.0; col[1]= 0.0; col[2]= 0.0; col[3]= 0.0;
      }
      else if( (vlaknr & 0x7FFFFF) <= R.totvlak) {
            VertRen *v1, *v2, *v3;
            float alpha, fac, dvlak, deler;
            
            vlr= RE_findOrAddVlak( (vlaknr-1) & 0x7FFFFF);
            
            shi.mat= vlr->mat;
            shi.matren= shi.mat->ren;
            shi.vlr= vlr;
            shi.osatex= (shi.matren->texco & TEXCO_OSA);

            v1= vlr->v1;
            dvlak= v1->co[0]*vlr->n[0]+v1->co[1]*vlr->n[1]+v1->co[2]*vlr->n[2];

            /* COXYZ AND VIEW VECTOR  */
            shi.view[0]= (x+(R.xstart)+bluroffsx +0.5);

            if(R.flag & R_SEC_FIELD) {
                  if(R.r.mode & R_ODDFIELD) shi.view[1]= (y+R.ystart)*R.ycor;
                  else shi.view[1]= (y+R.ystart+1.0)*R.ycor;
            }
            else shi.view[1]= (y+R.ystart+bluroffsy+0.5)*R.ycor;
            
            shi.view[2]= -R.viewfac;

            if(R.r.mode & R_PANORAMA) {
                  float panoco, panosi, u, v;
                  panoco = getPanovCo();
                  panosi = getPanovSi();

                  u= shi.view[0]; v= shi.view[2];
                  shi.view[0]= panoco*u + panosi*v;
                  shi.view[2]= -panosi*u + panoco*v;
            }

            deler= vlr->n[0]*shi.view[0] + vlr->n[1]*shi.view[1] + vlr->n[2]*shi.view[2];
            if (deler!=0.0) fac= R.zcor= dvlak/deler;
            else fac= R.zcor= 0.0;
            
            shi.co[0]= fac*shi.view[0];
            shi.co[1]= fac*shi.view[1];
            shi.co[2]= fac*shi.view[2];
            
            /* pixel dx/dy for render coord */
            if(shi.osatex || (R.r.mode & R_SHADOW) ) {
                  float u= dvlak/(deler-vlr->n[0]);
                  float v= dvlak/(deler- R.ycor*vlr->n[1]);

                  O.dxco[0]= shi.co[0]- (shi.view[0]-1.0)*u;
                  O.dxco[1]= shi.co[1]- (shi.view[1])*u;
                  O.dxco[2]= shi.co[2]- (shi.view[2])*u;

                  O.dyco[0]= shi.co[0]- (shi.view[0])*v;
                  O.dyco[1]= shi.co[1]- (shi.view[1]-1.0*R.ycor)*v;
                  O.dyco[2]= shi.co[2]- (shi.view[2])*v;

            }

            fac= Normalise(shi.view);
            R.zcor*= fac;     /* for mist */
            
            if(shi.osatex) {
                  if( (shi.matren->texco & TEXCO_REFL) ) {
                        O.dxview= -1.0/fac;
                        O.dyview= -R.ycor/fac;
                  }
            }
            
            /* calcuate normals, texture coords, vertex colors, etc */
            if(vlaknr & 0x800000)
                  shade_input_set_coords(&shi, 1.0, 1.0, 0, 2, 3);
            else 
                  shade_input_set_coords(&shi, 1.0, 1.0, 0, 1, 2);

            /* this only avalailable for scanline */
            if(shi.matren->texco & TEXCO_WINDOW) {
                  shi.winco[0]= (x+(R.xstart))/(float)R.afmx;
                  shi.winco[1]= (y+(R.ystart))/(float)R.afmy;
                  shi.winco[2]= 0.0;
            }
            /* after this the u and v AND O.dxuv and O.dyuv are incorrect */
            if(shi.matren->texco & TEXCO_STICKY) {
                  if(v1->sticky) {
                        extern float Zmulx, Zmuly;
                        float *o1, *o2, *o3, hox, hoy, l, dl, u, v;
                        float s00, s01, s10, s11, detsh;
                        
                        if(vlaknr & 0x800000) {
                              v2= vlr->v3; v3= vlr->v4;
                        } else {
                              v2= vlr->v2; v3= vlr->v3;
                        }
                        
                        s00= v3->ho[0]/v3->ho[3] - v1->ho[0]/v1->ho[3];
                        s01= v3->ho[1]/v3->ho[3] - v1->ho[1]/v1->ho[3];
                        s10= v3->ho[0]/v3->ho[3] - v2->ho[0]/v2->ho[3];
                        s11= v3->ho[1]/v3->ho[3] - v2->ho[1]/v2->ho[3];
                        
                        detsh= s00*s11-s10*s01;
                        s00/= detsh; s01/=detsh; 
                        s10/=detsh; s11/=detsh;
      
                        /* recalc u and v again */
                        hox= x/Zmulx -1.0;
                        hoy= y/Zmuly -1.0;
                        u= (hox - v3->ho[0]/v3->ho[3])*s11 - (hoy - v3->ho[1]/v3->ho[3])*s10;
                        v= (hoy - v3->ho[1]/v3->ho[3])*s00 - (hox - v3->ho[0]/v3->ho[3])*s01;
                        l= 1.0+u+v;
                        
                        o1= v1->sticky;
                        o2= v2->sticky;
                        o3= v3->sticky;
                        
                        shi.sticky[0]= l*o3[0]-u*o1[0]-v*o2[0];
                        shi.sticky[1]= l*o3[1]-u*o1[1]-v*o2[1];
                        shi.sticky[2]= 0.0;
                        
                        if(shi.osatex) {
                              O.dxuv[0]=  s11/Zmulx;
                              O.dxuv[1]=  - s01/Zmulx;
                              O.dyuv[0]=  - s10/Zmuly;
                              O.dyuv[1]=  s00/Zmuly;
                              
                              dl= O.dxuv[0]+O.dxuv[1];
                              O.dxsticky[0]= dl*o3[0]-O.dxuv[0]*o1[0]-O.dxuv[1]*o2[0];
                              O.dxsticky[1]= dl*o3[1]-O.dxuv[0]*o1[1]-O.dxuv[1]*o2[1];
                              dl= O.dyuv[0]+O.dyuv[1];
                              O.dysticky[0]= dl*o3[0]-O.dyuv[0]*o1[0]-O.dyuv[1]*o2[0];
                              O.dysticky[1]= dl*o3[1]-O.dyuv[0]*o1[1]-O.dyuv[1]*o2[1];
                        }
                  }
            }
            
            /* ------  main shading loop */
            shade_lamp_loop(&shi, &shr);

            if(shi.matren->translucency!=0.0) {
                  ShadeResult shr_t;
                  
                  VecMulf(shi.vn, -1.0);
                  VecMulf(shi.vlr->n, -1.0);
                  shade_lamp_loop(&shi, &shr_t);
                  shr.diff[0]+= shi.matren->translucency*shr_t.diff[0];
                  shr.diff[1]+= shi.matren->translucency*shr_t.diff[1];
                  shr.diff[2]+= shi.matren->translucency*shr_t.diff[2];
                  VecMulf(shi.vn, -1.0);
                  VecMulf(shi.vlr->n, -1.0);
            }
            
            if(R.r.mode & R_RAYTRACE) {
                  if(shi.matren->ray_mirror!=0.0 || ((shi.mat->mode & MA_RAYTRANSP) && shr.alpha!=1.0)) {
                        ray_trace(&shi, &shr);
                  }
            }
            else {
                  // doesnt look 'correct', but is better for preview, plus envmaps dont raytrace this
                  if(shi.mat->mode & MA_RAYTRANSP) shr.alpha= 1.0;
            }
            
            VECADD(col, shr.diff, shr.spec);
            
            /* exposure correction */
            if(R.wrld.exp!=0.0 || R.wrld.range!=1.0) {
                  if((shi.matren->mode & MA_SHLESS)==0) {
                        col[0]= R.wrld.linfac*(1.0-exp( col[0]*R.wrld.logfac) );
                        col[1]= R.wrld.linfac*(1.0-exp( col[1]*R.wrld.logfac) );
                        col[2]= R.wrld.linfac*(1.0-exp( col[2]*R.wrld.logfac) );
                  }
            }
            
            /* MIST */
            if( (R.wrld.mode & WO_MIST) && (shi.matren->mode & MA_NOMIST)==0 ){
                  alpha= mistfactor(shi.co);
            }
            else alpha= 1.0;

            if(shr.alpha!=1.0 || alpha!=1.0) {
                  fac= alpha*(shr.alpha);
                  
                  col[3]= fac;
                  col[0]*= fac;
                  col[1]*= fac;
                  col[2]*= fac;
            }
            else col[3]= 1.0;
      }
      
      if(R.flag & R_LAMPHALO) {
            if(vlaknr<=0) {   /* calc view vector and put shi.co at far */
            
                  shi.view[0]= (x+(R.xstart)+0.5);

                  if(R.flag & R_SEC_FIELD) {
                        if(R.r.mode & R_ODDFIELD) shi.view[1]= (y+R.ystart)*R.ycor;
                        else shi.view[1]= (y+R.ystart+1.0)*R.ycor;
                  }
                  else shi.view[1]= (y+R.ystart+0.5)*R.ycor;
                  
                  shi.view[2]= -R.viewfac;
                  
                  if(R.r.mode & R_PANORAMA) {
                        float u,v, panoco, panosi;
                        panoco = getPanovCo();
                        panosi = getPanovSi();
                        
                        u= shi.view[0]; v= shi.view[2];
                        shi.view[0]= panoco*u + panosi*v;
                        shi.view[2]= -panosi*u + panoco*v;
                  }

                  shi.co[2]= 0.0;
                  
            }
            renderspothalo(&shi, col);
      }
      
      return vlr;
}

void shadepixel_short(float x, float y, int vlaknr, int mask, unsigned short *shortcol)
{
      float colf[4];
      
      shadepixel(x, y, vlaknr, mask, colf);
      
      if(colf[0]<=0.0) shortcol[0]= 0; else if(colf[0]>=1.0) shortcol[0]= 65535;
      else shortcol[0]= 65535.0*colf[0];
      if(colf[1]<=0.0) shortcol[1]= 0; else if(colf[1]>=1.0) shortcol[1]= 65535;
      else shortcol[1]= 65535.0*colf[1];
      if(colf[2]<=0.0) shortcol[2]= 0; else if(colf[2]>=1.0) shortcol[2]= 65535;
      else shortcol[2]= 65535.0*colf[2];
      if(colf[3]<=0.0) shortcol[3]= 0; else if(colf[3]>=1.0) shortcol[3]= 65535;
      else shortcol[3]= 65535.0*colf[3];
      
      if(usegamtab) {
            shortcol[0]= igamtab2[ shortcol[0] ];
            shortcol[1]= igamtab2[ shortcol[1] ];
            shortcol[2]= igamtab2[ shortcol[2] ];
            shortcol[3]= igamtab2[ shortcol[3] ];
      }
      
      if(R.r.dither_intensity!=0.0) {
            short dither_value = (short)((BLI_frand() -.5)*R.r.dither_intensity*256.0);
            /* no dither for color 0 or 255, is OK. intensity is <= 2.0 */
            if(shortcol[0]>255 && shortcol[0] < 65280) shortcol[0]+= dither_value;
            if(shortcol[1]>255 && shortcol[1] < 65280) shortcol[1]+= dither_value;
            if(shortcol[2]>255 && shortcol[2] < 65280) shortcol[2]+= dither_value;
      }     
      
}

PixStr *addpsmain()
{
      PixStrMain *psm;

      psm= &psmfirst;

      while(psm->next) {
            psm= psm->next;
      }

      psm->next= (PixStrMain *)MEM_mallocN(sizeof(PixStrMain),"pixstrMain");

      psm= psm->next;
      psm->next=0;
      psm->ps= (PixStr *)MEM_mallocN(4096*sizeof(PixStr),"pixstr");
      psmteller= 0;

      return psm->ps;
}

void freeps()
{
      PixStrMain *psm,*next;

      psm= &psmfirst;

      while(psm) {
            next= psm->next;
            if(psm->ps) {
                  MEM_freeN(psm->ps);
                  psm->ps= 0;
            }
            if(psm!= &psmfirst) MEM_freeN(psm);
            psm= next;
      }

      psmfirst.next= 0;
      psmfirst.ps= 0;
}

void addps(long *rd, int vlak, unsigned int z, short ronde)
{
      static PixStr *prev;
      PixStr *ps, *last = NULL;

      if( IS_A_POINTER_CODE(*rd)) { 
            ps= (PixStr *) POINTER_FROM_CODE(*rd);
            
            if(ps->vlak0==vlak) return; 
            
            while(ps) {
                  if( ps->vlak == vlak ) {
                        ps->mask |= (1<<ronde);
                        return;
                  }
                  last= ps;
                  ps= ps->next;
            }

            if((psmteller & 4095)==0) prev= addpsmain();
            else prev++;
            psmteller++;

            last->next= prev;
            prev->next= 0;
            prev->vlak= vlak;
            prev->z= z;
            prev->mask = (1<<ronde);
            prev->ronde= ronde;
            
            return;
      }

      /* make first PS (pixel struct) */
      if((psmteller & 4095)==0) prev= addpsmain();
      else prev++;
      psmteller++;

      prev->next= 0;
      prev->vlak0= (int) *rd;
      prev->vlak= vlak;
      prev->z= z;
      prev->mask = (1<<ronde);
      prev->ronde= ronde;
      *rd= POINTER_TO_CODE(prev);
}


int count_mask(unsigned short mask)
{
      return (cmask[mask & 255]+cmask[mask>>8]);
}

float count_maskf(unsigned short mask)
{
      return (fmask[mask & 255]+fmask[mask>>8]);
}


void add_filt_mask(unsigned int mask, unsigned short *col, unsigned int *rb1, unsigned int *rb2, unsigned int *rb3)
{
      /* calc the value of mask */
      unsigned int a, maskand, maskshift;
      int j;
      unsigned short val, r, g, b, al;
      
      al= col[3];
      r= col[0];
      g= col[1];
      b= col[2];

      maskand= (mask & 255);
      maskshift= (mask >>8);

      for(j=2; j>=0; j--) {

            a= j;

            val= *(mask1[a] +maskand) + *(mask2[a] +maskshift);
            if(val) {
                  rb1[3]+= val*al;
                  rb1[0]+= val*r;
                  rb1[1]+= val*g;
                  rb1[2]+= val*b;
            }
            a+=3;

            val= *(mask1[a] +maskand) + *(mask2[a] +maskshift);
            if(val) {
                  rb2[3]+= val*al;
                  rb2[0]+= val*r;
                  rb2[1]+= val*g;
                  rb2[2]+= val*b;
            }
            a+=3;

            val= *(mask1[a] +maskand) + *(mask2[a] +maskshift);
            if(val) {
                  rb3[3]+= val*al;
                  rb3[0]+= val*r;
                  rb3[1]+= val*g;
                  rb3[2]+= val*b;
            }

            rb1+= 4;
            rb2+= 4;
            rb3+= 4;
      }
}

void edge_enhance(void)
{
      /* use zbuffer to define edges, add it to the image */
      int val, y, x, col, *rz, *rz1, *rz2, *rz3;
      char *cp;
      
      /* shift values in zbuffer 3 to the right */
      rz= (int *)R.rectz;
      if(rz==0) return;
      
      for(y=0; y<R.recty; y++) {
            for(x=0; x<R.rectx; x++, rz++) {
                  (*rz)>>= 3;
            }
      }

      rz1= (int *)R.rectz;
      rz2= rz1+R.rectx;
      rz3= rz2+R.rectx;
      rz= (int *)R.rectot+R.rectx;

      if(R.r.mode & R_OSA) {
            cp= (char *)(R.rectaccu+R.rectx);
      }
      else {
            cp= (char *)(R.rectot+R.rectx);
      }

      /* rz itself does not seem to be used. */
      
      for(y=0; y<R.recty-2; y++) {

            rz++;
            for(x=0; x<R.rectx-2; x++, rz++, rz1++, rz2++, rz3++, cp+=4) {

                  col= abs(12*rz2[1]-rz1[0]-2*rz1[1]-rz1[2]-2*rz2[0]-2*rz2[2]-rz3[0]-2*rz3[1]-rz3[2])/3;
                  /* removed the abs... now, only front/back? pixels are           */
                  /* accentuated? No, the lines seem shifted strangely. the does   */
                  /* not seem to be any overlap? strange...                        */
/*                col= -( 12*rz2[1] */
/*                            -   rz1[0] - 2*rz1[1] -   rz1[2] */
/*                            - 2*rz2[0]            - 2*rz2[2] */
/*                            -   rz3[0] - 2*rz3[1] -   rz3[2]) /3; */
                  
                  col= (R.r.edgeint*col)>>14;
                  if(col>255) col= 255;
                  
                  if(col>0) {
                        if(R.r.mode & R_OSA) {
                              col/= R.osa;
                              
                              val= cp[3]+col;
                              if(val>255) cp[3]= 255; else cp[3]= val;
                        }
                        else {
                              val= cp[0]- col;
                              if(val<0) cp[0]= 0; else cp[0]= val;
                              val= cp[1]- col;
                              if(val<0) cp[1]= 0; else cp[1]= val;
                              val= cp[2]- col;
                              if(val<0) cp[2]= 0; else cp[2]= val;
                        }
                  }
            }
            rz++;
            rz1+= 2;
            rz2+= 2;
            rz3+= 2;
            cp+= 8;
      }

}

/* ********************* MAINLOOPS ******************** */

extern unsigned short *Acolrow;
/*  short zbuffermetdehand(); */
void zbufshadeDA(void)  /* Delta Accum Pixel Struct */
{
      extern float Zjitx,Zjity;
      PixStr *ps;
      float xd, yd, xs, ys;
      unsigned int *rz, *rp, *rt, mask, fullmask;
      unsigned int  *rowbuf1, *rowbuf2, *rowbuf3, *rb1, *rb2, *rb3;
      int a, b;
      long *rd;
      unsigned short *colrb, *acol, shortcol[4];
      short v, x, y;
      char *colrt, tempcol[4];

      R.rectdaps= MEM_callocN(sizeof(long)*R.rectx*R.recty+4,"zbufDArectd");
      if(R.flag & R_ZTRA) bgnaccumbuf();

      psmteller= 0;

      if(R.r.mode & R_EDGE) {
            R.rectaccu= (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty,"zbufshadeDA");
      }

      for(v=0; v<R.osa; v++) {

            xd= jit[v][0];
            yd= jit[v][1];
            Zjitx= -xd -0.5;
            Zjity= -yd -0.5;

            if((R.r.mode & R_MBLUR)==0) RE_local_printrenderinfo(0.0, v);

            /* RECTDELTA  */
            fillrect(R.rectot,R.rectx,R.recty,0);

            zbufferall();

            if(v==0) {
                  a= R.rectx*R.recty;
                  rt= R.rectot;
                  rd= R.rectdaps;
                  while(a--) {
                        *rd= (long)*rt;
                        rd++; rt++;
                  }
            }
            else {
                  rd= R.rectdaps;
                  rp= R.rectot;
                  rz= R.rectz;
                  for(y=0; y<R.recty; y++) {
                        for(x=0; x<R.rectx; x++, rp++, rd++) {
                              if(*rd!= (long) *rp) {
                                    addps(rd, *rp, *(rz+x), v);
                              }
                        }
                        rz+= R.rectx;
                  }
            }
                  /* 1 is for osa */
            if(R.r.mode & R_EDGE) edge_enhance();
            
            if(RE_local_test_break()) break; 
      }
      if(R.flag & (R_ZTRA+R_HALO) ) {      /* to get back correct values of zbuffer Z for transp and halos */
            xd= jit[0][0];
            yd= jit[0][1];
            Zjitx= -xd -0.5;
            Zjity= -yd -0.5;
            RE_setwindowclip(0, -1);
            if((R.r.mode & R_MBLUR)==0) RE_local_printrenderinfo(0.0, v);
            zbufferall();
      }

      rd= R.rectdaps;
      rz= R.rectz;
      colrt= (char *)R.rectot;


      fullmask= (1<<R.osa)-1;
      /* the rowbuf is 4 pixels larger than an image! */
      rowbuf1= MEM_callocN(3*(R.rectx+4)*4*sizeof(float), "ZbufshadeDA3");
      rowbuf2= MEM_callocN(3*(R.rectx+4)*4*sizeof(float), "ZbufshadeDA3");
      rowbuf3= MEM_callocN(3*(R.rectx+4)*4*sizeof(float), "ZbufshadeDA3");

      for(y=0;y<=R.recty;y++) {

            rb1= rowbuf1;
            rb2= rowbuf2;
            rb3= rowbuf3;

            if(y<R.recty) {
                  for(x=0; x<R.rectx; x++, rd++) {
                        int samp, curmask, face;
                        int full_osa, face0;
                        
                        if( IS_A_POINTER_CODE(*rd))
                              ps= (PixStr *) POINTER_FROM_CODE(*rd);
                        else ps= NULL;
                        
                        if(ps) face0= ps->vlak0;
                        else face0= (int)*rd;
                        mask= 0;
                        
                        /* complex loop, because first pixelstruct has a vlak0, without mask */
                        while(TRUE) {
                              
                              if(ps==NULL) {
                                    face= face0;
                                    curmask= (~mask) & fullmask;
                              }
                              else {
                                    face= ps->vlak;
                                    curmask= ps->mask;
                              }
                              
                              /* check osa level */
                              if(face==0) full_osa= 0;
                              else {
                                    VlakRen *vlr= RE_findOrAddVlak( (face-1) & 0x7FFFFF);
                                    full_osa= (vlr->flag & R_FULL_OSA);
                              }
                              
                              if(full_osa) {
                                    for(samp=0; samp<R.osa; samp++) {
                                          if(curmask & (1<<samp)) {
                                                xs= (float)x + jit[samp][0];
                                                ys= (float)y + jit[samp][1];
                                                shadepixel_short(xs, ys, face, (1<<samp), shortcol);
                  
                                                if(shortcol[3]) add_filt_mask(1<<samp, shortcol, rb1, rb2, rb3);
                                          }
                                    }
                              }
                              else {
                                    b= centmask[curmask];
                                    xs= (float)x+centLut[b & 15];
                                    ys= (float)y+centLut[b>>4];
                                    shadepixel_short(xs, ys, face, curmask, shortcol);

                                    if(shortcol[3]) add_filt_mask(curmask, shortcol, rb1, rb2, rb3);
                              }
                              
                              mask |= curmask;
                              
                              if(ps==NULL) break;
                              else ps= ps->next;
                        }
                        rb1+=4; 
                        rb2+=4; 
                        rb3+=4;
                  }
            }
            if(y>0) {
            
                  colrb= (unsigned short *)(rowbuf3+4);
                  
                  /* WATCH IT: ENDIAN */
                  
                  for(x=0; x<R.rectx; x++,colrt+=4) {
                        colrt[0]= ( (char *) (gamtab+colrb[0+MOST_SIG_BYTE]) )[MOST_SIG_BYTE];
                        colrt[1]= ( (char *) (gamtab+colrb[2+MOST_SIG_BYTE]) )[MOST_SIG_BYTE];
                        colrt[2]= ( (char *) (gamtab+colrb[4+MOST_SIG_BYTE]) )[MOST_SIG_BYTE];
                        colrt[3]= ( (char *) (gamtab+colrb[6+MOST_SIG_BYTE]) )[MOST_SIG_BYTE];
                        colrb+= 8;
                  }
                  if(R.flag & R_ZTRA) {
                        abufsetrow(y-1);
                        acol= Acolrow;
                        colrt-= 4*R.rectx;
                        
                        for(x=0; x<R.rectx; x++, colrt+=4, acol+=4) {
                              if(acol[3]) {
                                    tempcol[0]= (acol[0]>>8);
                                    tempcol[1]= (acol[1]>>8);
                                    tempcol[2]= (acol[2]>>8);
                                    tempcol[3]= (acol[3]>>8);
                                    addalphaOver(colrt, tempcol);
                              }
                        }
                  }
                  
                  if(R.flag & R_HALO) {
                        /* from these pixels the pixstr is 1 scanline old */
                        scanlinehaloPS(rz-R.rectx, rd-2*R.rectx, ((unsigned int *)colrt)-R.rectx, y-1);
                        
                  }           
                  scanlinesky(colrt-4*R.rectx, y-1);
                  
            }
            if(y<R.recty) {
                  memset(rowbuf3, 0, (R.rectx+4)*4*4);
                  rb3= rowbuf3;
                  rowbuf3= rowbuf2;
                  rowbuf2= rowbuf1;
                  rowbuf1= rb3;

                  if( y>0) {
                        if((y & 1)==0) {
                              RE_local_render_display(y-2, y-1,  R.rectx, R.recty, R.rectot);
                        }
                  }
                  rz+= R.rectx;
            }
            if(RE_local_test_break()) break; 
      }

      if( (R.r.mode & R_EDGE) && RE_local_test_break()==0) {
            rt= R.rectot;
            rp= R.rectaccu;
            for(a= R.rectx*R.recty; a>0; a--, rt++, rp++) {
                  addalphaOver((char *)rt, (char *)rp);
            }
      }
      
      MEM_freeN(R.rectdaps); 
      freeps();
      MEM_freeN(rowbuf1); 
      MEM_freeN(rowbuf2); 
      MEM_freeN(rowbuf3);
      R.rectdaps= 0;

      if(R.r.mode & R_EDGE) if(R.rectaccu) MEM_freeN(R.rectaccu);
      R.rectaccu= 0;
      if(R.flag & R_ZTRA) endaccumbuf();

} /* end of void zbufshadeDA() */

/* ------------------------------------------------------------------------ */

void zbufshade(void)
{
      extern float Zjitx,Zjity;
      unsigned int *rz,*rp;
      float fy;
      int x,y;
      unsigned short *acol, shortcol[4];
      char *charcol, *rt;

      Zjitx=Zjity= -0.5;

      zbufferall();

      /* SHADE */
      rp= R.rectot;
      rz= R.rectz;
      charcol= (char *)shortcol;

      #ifdef BBIG_ENDIAN
      #else
      charcol++;        /* short is read different then */
      #endif

      if(R.flag & R_ZTRA) bgnaccumbuf();

      for(y=0; y<R.recty; y++) {
            fy= y;
            
            if(R.flag & R_ZTRA) {         /* zbuf tra */
                  abufsetrow(y); 
                  acol= Acolrow;
                  
                  for(x=0; x<R.rectx; x++, rp++, acol+= 4) {

                        shadepixel_short((float)x, fy, *rp, 0, shortcol);
                        
                        if(acol[3]) addAlphaOverShort(shortcol, acol);
                        
                        if(shortcol[3]) {
                              rt= (char *)rp;
                              rt[0]= charcol[0];
                              rt[1]= charcol[2];
                              rt[2]= charcol[4];
                              rt[3]= charcol[6];
                        }
                        else *rp= 0;
                  }
            }
            else {
                  for(x=0; x<R.rectx; x++, rp++) {
                        shadepixel_short((float)x, fy, *rp, 0, shortcol);
                        if(shortcol[3]) {
                              rt= (char *)rp;
                              rt[0]= charcol[0];
                              rt[1]= charcol[2];
                              rt[2]= charcol[4];
                              rt[3]= charcol[6];
                        }
                        else *rp= 0;
                  }
            }
            
            if(R.flag & R_HALO) {
                  scanlinehalo(rz, (rp-R.rectx), y);
                  rz+= R.rectx;
            }
            scanlinesky( (char *)(rp-R.rectx), y);
            
            if(y & 1) {
                  RE_local_render_display(y-1, y, R.rectx, R.recty, R.rectot);
            }
            
            if(RE_local_test_break()) break; 
      }

      if(R.flag & R_ZTRA) endaccumbuf();
      
      if(R.r.mode & R_EDGE) edge_enhance();

      /* if((R.flag & R_HALO) && blender_test_break()==0) halovert(); */

} /* end of void zbufshade() */

/* ------------------------------------------------------------------------ */

void renderhalo(HaloRen *har) /* postprocess version */
{
      
      float dist, xsq, ysq, xn, yn;
      unsigned int *rectt, *rt;
      int minx, maxx, miny, maxy, x, y;
      char col[4];


      har->miny= miny= har->ys - har->rad/R.ycor;
      har->maxy= maxy= har->ys + har->rad/R.ycor;

      if(maxy<0);
      else if(R.recty<miny);
      else {
            minx= floor(har->xs-har->rad);
            maxx= ceil(har->xs+har->rad);
                  
            if(maxx<0);
            else if(R.rectx<minx);
            else {
            
                  if(minx<0) minx= 0;
                  if(maxx>=R.rectx) maxx= R.rectx-1;
                  if(miny<0) miny= 0;
                  if(maxy>R.recty) maxy= R.recty;
      
                  rectt= R.rectot+ R.rectx*miny;
      
                  for(y=miny;y<maxy;y++) {
      
                        rt= (rectt+minx);
      
                        yn= (y - har->ys)*R.ycor;
                        ysq= yn*yn;
                        
                        for(x=minx; x<=maxx; x++) {
                              xn= x - har->xs;
                              xsq= xn*xn;
                              dist= xsq+ysq;
                              if(dist<har->radsq) {
                                    RE_shadehalo(har, col, 0, dist, xn, yn, har->flarec);
                                          
                                    RE_addalphaAddfac((char *)rt, col, har->add);
                              }
                              rt++;
                        }
      
                        rectt+= R.rectx;
                        
                        if(RE_local_test_break()) break; 
                  }
      
            }
      }
} /* end of void renderhalo(HaloRen *har), postprocess version */

/* ------------------------------------------------------------------------ */

void RE_renderflare(HaloRen *har)
{
      extern float hashvectf[];
      HaloRen fla;
      Material *ma;
      float *rc, rad, alfa, visifac, vec[3];
      int b, type;
      
      fla= *har;
      fla.linec= fla.ringc= fla.flarec= 0;
      
      rad= har->rad;
      alfa= har->alfa;
      
      visifac= R.ycor*(har->pixels);
      /* all radials added / r^3  == 1.0! */
      visifac /= (har->rad*har->rad*har->rad);
      visifac*= visifac;

      ma= har->mat;
      
      /* first halo: just do */
      
      har->rad= rad*ma->flaresize*visifac;
      har->radsq= har->rad*har->rad;
      har->zs= 0.0;
      
      har->alfa= alfa*visifac;
      
      renderhalo(har);
      
      /* next halo's: the flares */
      rc= hashvectf + ma->seed2;
      
      for(b=1; b<har->flarec; b++) {
            
            fla.r= fabs(255.0*rc[0]);
            fla.g= fabs(255.0*rc[1]);
            fla.b= fabs(255.0*rc[2]);
            fla.alfa= ma->flareboost*fabs(alfa*visifac*rc[3]);
            fla.hard= 20.0 + fabs(70*rc[7]);
            fla.tex= 0;
            
            type= (int)(fabs(3.9*rc[6]));

            fla.rad= ma->subsize*sqrt(fabs(2.0*har->rad*rc[4]));
            
            if(type==3) {
                  fla.rad*= 3.0;
                  fla.rad+= R.rectx/10;
            }
            
            fla.radsq= fla.rad*fla.rad;
            
            vec[0]= 1.4*rc[5]*(har->xs-R.afmx);
            vec[1]= 1.4*rc[5]*(har->ys-R.afmy);
            vec[2]= 32.0*sqrt(vec[0]*vec[0] + vec[1]*vec[1] + 1.0);
            
            fla.xs= R.afmx + vec[0] + (1.2+rc[8])*R.rectx*vec[0]/vec[2];
            fla.ys= R.afmy + vec[1] + (1.2+rc[8])*R.rectx*vec[1]/vec[2];

            if(R.flag & R_SEC_FIELD) {
                  if(R.r.mode & R_ODDFIELD) fla.ys += 0.5;
                  else fla.ys -= 0.5;
            }
            if(type & 1) fla.type= HA_FLARECIRC;
            else fla.type= 0;
            renderhalo(&fla);

            fla.alfa*= 0.5;
            if(type & 2) fla.type= HA_FLARECIRC;
            else fla.type= 0;
            renderhalo(&fla);
            
            rc+= 7;
      }
} /* end of void renderflare(HaloRen *har) */

void add_halo_flare(void)
{
/*    extern void RE_projectverto(); */ /*  zbuf.c */
      HaloRen *har = NULL;
      int a, mode;
      
      mode= R.r.mode;
      R.r.mode &= ~R_PANORAMA;
      R.xstart= -R.afmx; 
      R.ystart= -R.afmy;
      R.xend= R.xstart+R.rectx-1;
      R.yend= R.ystart+R.recty-1;

      RE_setwindowclip(1,-1); /*  no jit:(-1) */
      setzbufvlaggen(RE_projectverto);
      
      for(a=0; a<R.tothalo; a++) {
            if((a & 255)==0) har= R.bloha[a>>8];
            else har++;
            
            if(har->flarec) {
                  RE_renderflare(har);
            }
      }

      R.r.mode= mode;   
} /* end of void add_halo_flare() */


/* end of render.c */



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