forked from bartvdbraak/blender
185 lines
5.6 KiB
C
185 lines
5.6 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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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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*/
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CCL_NAMESPACE_BEGIN
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/* Sky texture */
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ccl_device float sky_angle_between(float thetav, float phiv, float theta, float phi)
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{
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float cospsi = sinf(thetav)*sinf(theta)*cosf(phi - phiv) + cosf(thetav)*cosf(theta);
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return safe_acosf(cospsi);
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}
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/*
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* "A Practical Analytic Model for Daylight"
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* A. J. Preetham, Peter Shirley, Brian Smits
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*/
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ccl_device float sky_perez_function(float *lam, float theta, float gamma)
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{
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float ctheta = cosf(theta);
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float cgamma = cosf(gamma);
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return (1.0f + lam[0]*expf(lam[1]/ctheta)) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cgamma*cgamma);
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}
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ccl_device float3 sky_radiance_old(KernelGlobals *kg, float3 dir,
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float sunphi, float suntheta,
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float radiance_x, float radiance_y, float radiance_z,
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float *config_x, float *config_y, float *config_z)
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{
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/* convert vector to spherical coordinates */
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float2 spherical = direction_to_spherical(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2_F - 0.001f);
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/* compute xyY color space values */
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float x = radiance_y * sky_perez_function(config_y, theta, gamma);
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float y = radiance_z * sky_perez_function(config_z, theta, gamma);
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float Y = radiance_x * sky_perez_function(config_x, theta, gamma);
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/* convert to RGB */
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float3 xyz = xyY_to_xyz(x, y, Y);
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return xyz_to_rgb(xyz.x, xyz.y, xyz.z);
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}
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/*
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* "An Analytic Model for Full Spectral Sky-Dome Radiance"
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* Lukas Hosek, Alexander Wilkie
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*/
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ccl_device float sky_radiance_internal(float *configuration, float theta, float gamma)
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{
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float ctheta = cosf(theta);
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float cgamma = cosf(gamma);
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float expM = expf(configuration[4] * gamma);
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float rayM = cgamma * cgamma;
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float mieM = (1.0f + rayM) / powf((1.0f + configuration[8]*configuration[8] - 2.0f*configuration[8]*cgamma), 1.5f);
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float zenith = sqrtf(ctheta);
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return (1.0f + configuration[0] * expf(configuration[1] / (ctheta + 0.01f))) *
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(configuration[2] + configuration[3] * expM + configuration[5] * rayM + configuration[6] * mieM + configuration[7] * zenith);
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}
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ccl_device float3 sky_radiance_new(KernelGlobals *kg, float3 dir,
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float sunphi, float suntheta,
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float radiance_x, float radiance_y, float radiance_z,
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float *config_x, float *config_y, float *config_z)
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{
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/* convert vector to spherical coordinates */
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float2 spherical = direction_to_spherical(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2_F - 0.001f);
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/* compute xyz color space values */
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float x = sky_radiance_internal(config_x, theta, gamma) * radiance_x;
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float y = sky_radiance_internal(config_y, theta, gamma) * radiance_y;
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float z = sky_radiance_internal(config_z, theta, gamma) * radiance_z;
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/* convert to RGB and adjust strength */
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return xyz_to_rgb(x, y, z) * (M_2PI_F/683);
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}
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ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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/* Define variables */
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float sunphi, suntheta, radiance_x, radiance_y, radiance_z;
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float config_x[9], config_y[9], config_z[9];
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/* Load data */
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uint dir_offset = node.y;
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uint out_offset = node.z;
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int sky_model = node.w;
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float4 data = read_node_float(kg, offset);
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sunphi = data.x;
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suntheta = data.y;
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radiance_x = data.z;
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radiance_y = data.w;
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data = read_node_float(kg, offset);
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radiance_z = data.x;
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config_x[0] = data.y;
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config_x[1] = data.z;
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config_x[2] = data.w;
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data = read_node_float(kg, offset);
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config_x[3] = data.x;
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config_x[4] = data.y;
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config_x[5] = data.z;
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config_x[6] = data.w;
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data = read_node_float(kg, offset);
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config_x[7] = data.x;
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config_x[8] = data.y;
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config_y[0] = data.z;
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config_y[1] = data.w;
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data = read_node_float(kg, offset);
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config_y[2] = data.x;
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config_y[3] = data.y;
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config_y[4] = data.z;
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config_y[5] = data.w;
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data = read_node_float(kg, offset);
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config_y[6] = data.x;
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config_y[7] = data.y;
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config_y[8] = data.z;
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config_z[0] = data.w;
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data = read_node_float(kg, offset);
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config_z[1] = data.x;
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config_z[2] = data.y;
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config_z[3] = data.z;
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config_z[4] = data.w;
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data = read_node_float(kg, offset);
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config_z[5] = data.x;
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config_z[6] = data.y;
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config_z[7] = data.z;
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config_z[8] = data.w;
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float3 dir = stack_load_float3(stack, dir_offset);
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float3 f;
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/* Compute Sky */
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if(sky_model == 0)
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f = sky_radiance_old(kg, dir, sunphi, suntheta,
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radiance_x, radiance_y, radiance_z,
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config_x, config_y, config_z);
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else
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f = sky_radiance_new(kg, dir, sunphi, suntheta,
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radiance_x, radiance_y, radiance_z,
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config_x, config_y, config_z);
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stack_store_float3(stack, out_offset, f);
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}
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CCL_NAMESPACE_END
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