Cycles: Make sure ray direction is always normalized

Ray direction is assumed to be normalized in such areas as scaling intersection
distance on instance push/pop when doing ray-scene intersection, but it was
possible that some closures wouldn't give normalized direction which could cause
wrong intersection checks.

Now normalization will happen on surface bounce, which could be a bit of a waste
if closure actually gives normalized direction, but currently only transparent
BSDF seems to give guaranteed normalized direction.
This commit is contained in:
Sergey Sharybin 2015-10-09 14:26:23 +05:00
parent 29247a7a05
commit b54447c0eb

@ -150,7 +150,7 @@ ccl_device bool kernel_branched_path_surface_bounce(KernelGlobals *kg, RNG *rng,
/* setup ray */
ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
ray->D = bsdf_omega_in;
ray->D = normalize(bsdf_omega_in);
ray->t = FLT_MAX;
#ifdef __RAY_DIFFERENTIALS__
ray->dP = ccl_fetch(sd, dP);
@ -257,7 +257,7 @@ ccl_device_inline bool kernel_path_surface_bounce(KernelGlobals *kg, ccl_addr_sp
/* setup ray */
ray->P = ray_offset(ccl_fetch(sd, P), (label & LABEL_TRANSMIT)? -ccl_fetch(sd, Ng): ccl_fetch(sd, Ng));
ray->D = bsdf_omega_in;
ray->D = normalize(bsdf_omega_in);
if(state->bounce == 0)
ray->t -= ccl_fetch(sd, ray_length); /* clipping works through transparent */