[Bf-blender-cvs] [4f03d32] master: Fresnel node support for Blender Internal Render
Alexander Romanov
noreply at git.blender.org
Wed Dec 14 16:05:11 CET 2016
Commit: 4f03d3290c74ace448e7e6e09a87dd1a5c159899
Author: Alexander Romanov
Date: Wed Dec 14 18:02:38 2016 +0300
Branches: master
https://developer.blender.org/rB4f03d3290c74ace448e7e6e09a87dd1a5c159899
Fresnel node support for Blender Internal Render
===================================================================
M release/scripts/startup/nodeitems_builtins.py
M source/blender/nodes/shader/nodes/node_shader_fresnel.c
===================================================================
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 83e396b..6935830 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -144,6 +144,7 @@ shader_node_categories = [
ShaderOldNodeCategory("SH_INPUT", "Input", items=[
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeCameraData"),
+ NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLampData"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeRGB"),
diff --git a/source/blender/nodes/shader/nodes/node_shader_fresnel.c b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
index ef2ce99..ea19a25 100644
--- a/source/blender/nodes/shader/nodes/node_shader_fresnel.c
+++ b/source/blender/nodes/shader/nodes/node_shader_fresnel.c
@@ -51,17 +51,46 @@ static int node_shader_gpu_fresnel(GPUMaterial *mat, bNode *UNUSED(node), bNodeE
return GPU_stack_link(mat, "node_fresnel", in, out, GPU_builtin(GPU_VIEW_POSITION));
}
+float fresnel_dielectric(float incoming[3], float normal[3], float eta)
+{
+ /* compute fresnel reflectance without explicitly computing
+ * the refracted direction */
+ float c = fabs(dot_v3v3(incoming, normal));
+ float g = eta * eta - 1.0 + c * c;
+ float result;
+
+ if (g > 0.0) {
+ g = sqrtf(g);
+ float A = (g - c) / (g + c);
+ float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
+ result = 0.5 * A * A * (1.0 + B * B);
+ }
+ else {
+ result = 1.0; /* TIR (no refracted component) */
+ }
+
+ return result;
+}
+
+static void node_shader_exec_fresnel(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+{
+ ShadeInput *shi = ((ShaderCallData *)data)->shi;
+ float eta = max_ff(in[0]->vec[0], 0.00001);
+ out[0]->vec[0] = fresnel_dielectric(shi->view, shi->vn, shi->flippednor ? 1/eta : eta);
+}
+
/* node type definition */
void register_node_type_sh_fresnel(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING | NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_fresnel_in, sh_node_fresnel_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_fresnel);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_fresnel);
nodeRegisterType(&ntype);
}
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