[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [57035] trunk/blender/intern/cycles/kernel : Cycles / OSL:

Thomas Dinges blender at dingto.org
Sun May 26 19:10:23 CEST 2013


Revision: 57035
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57035
Author:   dingto
Date:     2013-05-26 17:10:22 +0000 (Sun, 26 May 2013)
Log Message:
-----------
Cycles / OSL:
* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code. 
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days. 

Modified Paths:
--------------
    trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h
    trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h
    trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl
    trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl
    trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl

Modified: trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h
===================================================================
--- trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h	2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h	2013-05-26 17:10:22 UTC (rev 57035)
@@ -59,7 +59,6 @@
 
 __device int bsdf_reflection_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
 {
-	//const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data;
 	float3 N = sc->N;
 
 	// only one direction is possible

Modified: trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h	2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h	2013-05-26 17:10:22 UTC (rev 57035)
@@ -14,11 +14,11 @@
  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  */
  
-float fresnel_dielectric(vector Incoming, normal Normal, float eta)
+float fresnel_dielectric_cos(float cosi, float eta)
 {
 	/* compute fresnel reflectance without explicitly computing
 	 * the refracted direction */
-	float c = fabs(dot(Incoming, Normal));
+	float c = fabs(cosi);
 	float g = eta * eta - 1 + c * c;
 	float result;
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl	2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl	2013-05-26 17:10:22 UTC (rev 57035)
@@ -26,6 +26,7 @@
 {
 	float f = max(IOR, 1.0 + 1e-5);
 	float eta = backfacing() ? 1.0 / f: f;
-	Fac = fresnel_dielectric(I, Normal, eta);
+	float cosi = dot(I, Normal);
+	Fac = fresnel_dielectric_cos(cosi, eta);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl	2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl	2013-05-26 17:10:22 UTC (rev 57035)
@@ -29,7 +29,8 @@
 {
 	float f = max(IOR, 1.0 + 1e-5);
 	float eta = backfacing() ? 1.0 / f: f;
-	float Fr = fresnel_dielectric(I, Normal, eta);
+	float cosi = dot(I, Normal);
+	float Fr = fresnel_dielectric_cos(cosi, eta);
 
 	if (distribution == "Sharp")
 		BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));

Modified: trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl	2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl	2013-05-26 17:10:22 UTC (rev 57035)
@@ -26,14 +26,15 @@
 	output float Facing = 0.0)
 {
 	float blend = Blend;
+	float cosi = dot(I, Normal);
 
 	/* Fresnel */ 
 	float eta = max(1.0 - Blend, 1e-5);
 	eta = backfacing() ? eta : 1.0 / eta;
-	Fresnel = fresnel_dielectric(I, Normal, eta);
+	Fresnel = fresnel_dielectric_cos(cosi, eta);
 
 	/* Facing */ 
-	Facing = abs(dot(I, Normal));
+	Facing = fabs(cosi);
 
 	if (blend != 0.5) {
 		blend = clamp(blend, 0.0, 1.0 - 1e-5);




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