blender/intern/cycles/kernel/osl/nodes/node_sky_texture.osl
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

163 lines
4.7 KiB
Plaintext

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
struct KernelSunSky {
/* sun direction in spherical and cartesian */
float theta, phi;
vector dir;
/* perez function parameters */
float zenith_Y, zenith_x, zenith_y;
float perez_Y[5], perez_x[5], perez_y[5];
};
color xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if(y != 0.0) X = (x / y) * Y;
else X = 0.0;
if(y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y;
else Z = 0.0;
return color(X, Y, Z);
}
color xyz_to_rgb(float x, float y, float z)
{
return color(3.240479 * x + -1.537150 * y + -0.498535 * z,
-0.969256 * x + 1.875991 * y + 0.041556 * z,
0.055648 * x + -0.204043 * y + 1.057311 * z);
}
float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
float cospsi = sin(thetav)*sin(theta)*cos(phi - phiv) + cos(thetav)*cos(theta);
if(cospsi > 1.0)
return 0.0;
if(cospsi < -1.0)
return M_PI;
return acos(cospsi);
}
vector sky_spherical_coordinates(vector dir)
{
return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
}
float sky_perez_function(float lam[5], float theta, float gamma)
{
float ctheta = cos(theta);
float cgamma = cos(gamma);
return (1.0 + lam[0]*exp(lam[1] / ctheta)) * (1.0 + lam[2]*exp(lam[3]*gamma) + lam[4]*cgamma*cgamma);
}
color sky_xyz_radiance(KernelSunSky sunsky, vector dir)
{
/* convert vector to spherical coordinates */
vector spherical = sky_spherical_coordinates(dir);
float theta = spherical[0];
float phi = spherical[1];
/* angle between sun direction and dir */
float gamma = sky_angle_between(theta, phi, sunsky.theta, sunsky.phi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2 - 0.001);
/* compute xyY color space values */
float x = sunsky.zenith_x * sky_perez_function(sunsky.perez_x, theta, gamma);
float y = sunsky.zenith_y * sky_perez_function(sunsky.perez_y, theta, gamma);
float Y = sunsky.zenith_Y * sky_perez_function(sunsky.perez_Y, theta, gamma);
/* convert to RGB */
color xyz = xyY_to_xyz(x, y, Y);
return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
}
void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky)
{
vector spherical = sky_spherical_coordinates(dir);
float theta = spherical[0];
float phi = spherical[1];
sunsky.theta = theta;
sunsky.phi = phi;
sunsky.dir = dir;
float theta2 = theta*theta;
float theta3 = theta*theta*theta;
float T = turbidity;
float T2 = T*T;
float chi = (4.0/ 9.0- T / 120.0) * (M_PI - 2.0* theta);
sunsky.zenith_Y = (4.0453*T - 4.9710) * tan(chi) - 0.2155*T + 2.4192;
sunsky.zenith_Y *= 0.06;
sunsky.zenith_x =
(0.00166* theta3 - 0.00375* theta2 + 0.00209* theta)*T2 +
(-0.02903* theta3 + 0.06377* theta2 - 0.03202* theta + 0.00394)*T +
(0.11693* theta3 - 0.21196* theta2 + 0.06052* theta + 0.25886);
sunsky.zenith_y =
(0.00275* theta3 - 0.00610* theta2 + 0.00317* theta)*T2 +
(-0.04214* theta3 + 0.08970* theta2 - 0.04153* theta + 0.00516)*T +
(0.15346* theta3 - 0.26756* theta2 + 0.06670* theta + 0.26688);
sunsky.perez_Y[0] = (0.1787*T - 1.4630);
sunsky.perez_Y[1] = (-0.3554*T + 0.4275);
sunsky.perez_Y[2] = (-0.0227*T + 5.3251);
sunsky.perez_Y[3] = (0.1206*T - 2.5771);
sunsky.perez_Y[4] = (-0.0670*T + 0.3703);
sunsky.perez_x[0] = (-0.0193*T - 0.2592);
sunsky.perez_x[1] = (-0.0665*T + 0.0008);
sunsky.perez_x[2] = (-0.0004*T + 0.2125);
sunsky.perez_x[3] = (-0.0641*T - 0.8989);
sunsky.perez_x[4] = (-0.0033*T + 0.0452);
sunsky.perez_y[0] = (-0.0167*T - 0.2608);
sunsky.perez_y[1] = (-0.0950*T + 0.0092);
sunsky.perez_y[2] = (-0.0079*T + 0.2102);
sunsky.perez_y[3] = (-0.0441*T - 1.6537);
sunsky.perez_y[4] = (-0.0109*T + 0.0529);
sunsky.zenith_Y /= sky_perez_function(sunsky.perez_Y, 0, theta);
sunsky.zenith_x /= sky_perez_function(sunsky.perez_x, 0, theta);
sunsky.zenith_y /= sky_perez_function(sunsky.perez_y, 0, theta);
}
shader node_sky_texture(
vector Vector = P,
vector sun_direction = vector(0, 0, 1),
float turbidity = 2.2,
output color Color = color(0.0, 0.0, 0.0))
{
KernelSunSky sunsky;
precompute_sunsky(sun_direction, turbidity, sunsky);
Color = sky_xyz_radiance(sunsky, Vector);
}