[Bf-blender-cvs] [c8a9a56] master: Fix T42621: Glossy world ray visibility affects on transmission rays

Sergey Sharybin noreply at git.blender.org
Wed Jan 14 11:37:09 CET 2015


Commit: c8a9a563a709d5b0946d83676ec2caf7125c6cbb
Author: Sergey Sharybin
Date:   Wed Jan 14 15:33:38 2015 +0500
Branches: master
https://developer.blender.org/rBc8a9a563a709d5b0946d83676ec2caf7125c6cbb

Fix T42621: Glossy world ray visibility affects on transmission rays

There seems to be inconsistency in flags checks in Cycles kernel. In the interface
glossy means "Glossy Reflection" and it is properly taken into  account when doing
visibility check in BVH traversal.

The check in indirect background/light emission was treating this flags as "any of
glossy reflection or transmission" which is kind of weird.

Made it so emission code follows ray visibility assumptions in other parts of the
kernel now.

===================================================================

M	intern/cycles/kernel/kernel_emission.h

===================================================================

diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index c2e9832..7523105 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -188,7 +188,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *st
 		/* use visibility flag to skip lights */
 		if(ls.shader & SHADER_EXCLUDE_ANY) {
 			if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
-			   ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
+			   ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
 			   ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
 			   ((ls.shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))
 				continue;
@@ -232,7 +232,7 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *sta
 	/* use visibility flag to skip lights */
 	if(shader & SHADER_EXCLUDE_ANY) {
 		if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
-		   ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
+		   ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_REFLECT)) ||
 		   ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
 		   ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)) ||
 		   ((shader & SHADER_EXCLUDE_SCATTER) && (state->flag & PATH_RAY_VOLUME_SCATTER)))




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