blender/intern/cycles/kernel/svm/svm_sky.h
Brecht Van Lommel c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00

185 lines
5.6 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
/* Sky texture */
ccl_device float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
float cospsi = sinf(thetav)*sinf(theta)*cosf(phi - phiv) + cosf(thetav)*cosf(theta);
return safe_acosf(cospsi);
}
/*
* "A Practical Analytic Model for Daylight"
* A. J. Preetham, Peter Shirley, Brian Smits
*/
ccl_device float sky_perez_function(float *lam, float theta, float gamma)
{
float ctheta = cosf(theta);
float cgamma = cosf(gamma);
return (1.0f + lam[0]*expf(lam[1]/ctheta)) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cgamma*cgamma);
}
ccl_device float3 sky_radiance_old(KernelGlobals *kg, float3 dir,
float sunphi, float suntheta,
float radiance_x, float radiance_y, float radiance_z,
float *config_x, float *config_y, float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = spherical.y;
/* angle between sun direction and dir */
float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2_F - 0.001f);
/* compute xyY color space values */
float x = radiance_y * sky_perez_function(config_y, theta, gamma);
float y = radiance_z * sky_perez_function(config_z, theta, gamma);
float Y = radiance_x * sky_perez_function(config_x, theta, gamma);
/* convert to RGB */
float3 xyz = xyY_to_xyz(x, y, Y);
return xyz_to_rgb(xyz.x, xyz.y, xyz.z);
}
/*
* "An Analytic Model for Full Spectral Sky-Dome Radiance"
* Lukas Hosek, Alexander Wilkie
*/
ccl_device float sky_radiance_internal(float *configuration, float theta, float gamma)
{
float ctheta = cosf(theta);
float cgamma = cosf(gamma);
float expM = expf(configuration[4] * gamma);
float rayM = cgamma * cgamma;
float mieM = (1.0f + rayM) / powf((1.0f + configuration[8]*configuration[8] - 2.0f*configuration[8]*cgamma), 1.5f);
float zenith = sqrt(ctheta);
return (1.0f + configuration[0] * expf(configuration[1] / (ctheta + 0.01f))) *
(configuration[2] + configuration[3] * expM + configuration[5] * rayM + configuration[6] * mieM + configuration[7] * zenith);
}
ccl_device float3 sky_radiance_new(KernelGlobals *kg, float3 dir,
float sunphi, float suntheta,
float radiance_x, float radiance_y, float radiance_z,
float *config_x, float *config_y, float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = spherical.y;
/* angle between sun direction and dir */
float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2_F - 0.001f);
/* compute xyz color space values */
float x = sky_radiance_internal(config_x, theta, gamma) * radiance_x;
float y = sky_radiance_internal(config_y, theta, gamma) * radiance_y;
float z = sky_radiance_internal(config_z, theta, gamma) * radiance_z;
/* convert to RGB and adjust strength */
return xyz_to_rgb(x, y, z) * (M_2PI_F/683);
}
ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
/* Define variables */
float sunphi, suntheta, radiance_x, radiance_y, radiance_z;
float config_x[9], config_y[9], config_z[9];
/* Load data */
uint dir_offset = node.y;
uint out_offset = node.z;
int sky_model = node.w;
float4 data = read_node_float(kg, offset);
sunphi = data.x;
suntheta = data.y;
radiance_x = data.z;
radiance_y = data.w;
data = read_node_float(kg, offset);
radiance_z = data.x;
config_x[0] = data.y;
config_x[1] = data.z;
config_x[2] = data.w;
data = read_node_float(kg, offset);
config_x[3] = data.x;
config_x[4] = data.y;
config_x[5] = data.z;
config_x[6] = data.w;
data = read_node_float(kg, offset);
config_x[7] = data.x;
config_x[8] = data.y;
config_y[0] = data.z;
config_y[1] = data.w;
data = read_node_float(kg, offset);
config_y[2] = data.x;
config_y[3] = data.y;
config_y[4] = data.z;
config_y[5] = data.w;
data = read_node_float(kg, offset);
config_y[6] = data.x;
config_y[7] = data.y;
config_y[8] = data.z;
config_z[0] = data.w;
data = read_node_float(kg, offset);
config_z[1] = data.x;
config_z[2] = data.y;
config_z[3] = data.z;
config_z[4] = data.w;
data = read_node_float(kg, offset);
config_z[5] = data.x;
config_z[6] = data.y;
config_z[7] = data.z;
config_z[8] = data.w;
float3 dir = stack_load_float3(stack, dir_offset);
float3 f;
/* Compute Sky */
if(sky_model == 0)
f = sky_radiance_old(kg, dir, sunphi, suntheta,
radiance_x, radiance_y, radiance_z,
config_x, config_y, config_z);
else
f = sky_radiance_new(kg, dir, sunphi, suntheta,
radiance_x, radiance_y, radiance_z,
config_x, config_y, config_z);
stack_store_float3(stack, out_offset, f);
}
CCL_NAMESPACE_END