Fresnel node support for Blender Internal Render

This commit is contained in:
Alexander Romanov 2016-12-14 18:02:38 +03:00
parent 91bbffd379
commit 4f03d3290c
2 changed files with 31 additions and 1 deletions

View File

@ -144,6 +144,7 @@ shader_node_categories = [
ShaderOldNodeCategory("SH_INPUT", "Input", items=[
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLampData"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeRGB"),

View File

@ -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);
}