2012-06-06 16:00:21 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2012-06-06 16:00:21 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2012-06-06 16:00:21 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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2012-06-06 16:00:21 +00:00
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*/
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2013-05-26 17:10:22 +00:00
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float fresnel_dielectric_cos(float cosi, float eta)
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2011-04-27 11:58:34 +00:00
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{
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/* compute fresnel reflectance without explicitly computing
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2012-06-09 17:22:52 +00:00
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* the refracted direction */
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2013-05-26 17:10:22 +00:00
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float c = fabs(cosi);
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2011-04-27 11:58:34 +00:00
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float g = eta * eta - 1 + c * c;
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float result;
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2012-06-04 22:44:58 +00:00
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if (g > 0) {
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2011-04-27 11:58:34 +00:00
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g = sqrt(g);
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2012-06-04 22:44:58 +00:00
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float A = (g - c) / (g + c);
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float B = (c * (g + c) - 1) / (c * (g - c) + 1);
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result = 0.5 * A * A * (1 + B * B);
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2011-04-27 11:58:34 +00:00
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}
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else
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result = 1.0; /* TIR (no refracted component) */
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return result;
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}
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