Revision: 57035
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57035
Author:   dingto
Date:     2013-05-26 17:10:22 +0000 (Sun, 26 May 2013)
Log Message:
-----------
Cycles / OSL:
* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier 
when searching code. 
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days. 

Modified Paths:
--------------
    trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h
    trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h
    trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl
    trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl
    trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl

Modified: trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h
===================================================================
--- trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h        
2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/closure/bsdf_reflection.h        
2013-05-26 17:10:22 UTC (rev 57035)
@@ -59,7 +59,6 @@
 
 __device int bsdf_reflection_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)
 {
-       //const BsdfReflectionClosure *self = (const 
BsdfReflectionClosure*)sc->data;
        float3 N = sc->N;
 
        // only one direction is possible

Modified: trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h   2013-05-26 
17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_fresnel.h   2013-05-26 
17:10:22 UTC (rev 57035)
@@ -14,11 +14,11 @@
  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  */
  
-float fresnel_dielectric(vector Incoming, normal Normal, float eta)
+float fresnel_dielectric_cos(float cosi, float eta)
 {
        /* compute fresnel reflectance without explicitly computing
         * the refracted direction */
-       float c = fabs(dot(Incoming, Normal));
+       float c = fabs(cosi);
        float g = eta * eta - 1 + c * c;
        float result;
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl 2013-05-26 
17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_fresnel.osl 2013-05-26 
17:10:22 UTC (rev 57035)
@@ -26,6 +26,7 @@
 {
        float f = max(IOR, 1.0 + 1e-5);
        float eta = backfacing() ? 1.0 / f: f;
-       Fac = fresnel_dielectric(I, Normal, eta);
+       float cosi = dot(I, Normal);
+       Fac = fresnel_dielectric_cos(cosi, eta);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl      
2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_glass_bsdf.osl      
2013-05-26 17:10:22 UTC (rev 57035)
@@ -29,7 +29,8 @@
 {
        float f = max(IOR, 1.0 + 1e-5);
        float eta = backfacing() ? 1.0 / f: f;
-       float Fr = fresnel_dielectric(I, Normal, eta);
+       float cosi = dot(I, Normal);
+       float Fr = fresnel_dielectric_cos(cosi, eta);
 
        if (distribution == "Sharp")
                BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * 
refraction(Normal, eta));

Modified: trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl    
2013-05-26 17:02:28 UTC (rev 57034)
+++ trunk/blender/intern/cycles/kernel/shaders/node_layer_weight.osl    
2013-05-26 17:10:22 UTC (rev 57035)
@@ -26,14 +26,15 @@
        output float Facing = 0.0)
 {
        float blend = Blend;
+       float cosi = dot(I, Normal);
 
        /* Fresnel */ 
        float eta = max(1.0 - Blend, 1e-5);
        eta = backfacing() ? eta : 1.0 / eta;
-       Fresnel = fresnel_dielectric(I, Normal, eta);
+       Fresnel = fresnel_dielectric_cos(cosi, eta);
 
        /* Facing */ 
-       Facing = abs(dot(I, Normal));
+       Facing = fabs(cosi);
 
        if (blend != 0.5) {
                blend = clamp(blend, 0.0, 1.0 - 1e-5);

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