blender/intern/cycles/kernel/closure/bsdf_refraction.h
Brecht Van Lommel e802efb7af Fix #34740: cycles rendering issue mixing glossy/glass BSDF's with zero or very
low roughness and same index of refraction.

Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
2013-04-09 15:24:20 +00:00

92 lines
3.0 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __BSDF_REFRACTION_H__
#define __BSDF_REFRACTION_H__
CCL_NAMESPACE_BEGIN
/* REFRACTION */
__device int bsdf_refraction_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_REFRACTION_ID;
return SD_BSDF;
}
__device void bsdf_refraction_blur(ShaderClosure *sc, float roughness)
{
}
__device float3 bsdf_refraction_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_refraction_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device int bsdf_refraction_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)
{
float m_eta = sc->data0;
float3 N = sc->N;
float3 R, T;
#ifdef __RAY_DIFFERENTIALS__
float3 dRdx, dRdy, dTdx, dTdy;
#endif
bool inside;
fresnel_dielectric(m_eta, N, I, &R, &T,
#ifdef __RAY_DIFFERENTIALS__
dIdx, dIdy, &dRdx, &dRdy, &dTdx, &dTdy,
#endif
&inside);
if(!inside) {
*pdf = 1.0f;
*eval = make_float3(1.0f, 1.0f, 1.0f);
*omega_in = T;
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = dTdx;
*domega_in_dy = dTdy;
#endif
}
return LABEL_TRANSMIT|LABEL_SINGULAR;
}
CCL_NAMESPACE_END
#endif /* __BSDF_REFRACTION_H__ */