forked from bartvdbraak/blender
ee36e75b85
This was already mixed a bit, but the dot belongs there.
134 lines
4.2 KiB
Plaintext
134 lines
4.2 KiB
Plaintext
/*
|
|
* 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.
|
|
*/
|
|
|
|
#include "stdosl.h"
|
|
#include "node_color.h"
|
|
|
|
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);
|
|
}
|
|
|
|
/* Preetham */
|
|
float sky_perez_function(float lam[9], 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_radiance_old(normal dir,
|
|
float sunphi, float suntheta, color radiance,
|
|
float config_x[9], float config_y[9], float config_z[9])
|
|
{
|
|
/* 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, suntheta, sunphi);
|
|
|
|
/* clamp theta to horizon */
|
|
theta = min(theta, M_PI_2 - 0.001);
|
|
|
|
/* compute xyY color space values */
|
|
float x = radiance[1] * sky_perez_function(config_y, theta, gamma);
|
|
float y = radiance[2] * sky_perez_function(config_z, theta, gamma);
|
|
float Y = radiance[0] * sky_perez_function(config_x, theta, gamma);
|
|
|
|
/* convert to RGB */
|
|
color xyz = xyY_to_xyz(x, y, Y);
|
|
return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
|
|
}
|
|
|
|
/* Hosek / Wilkie */
|
|
float sky_radiance_internal(float config[9], float theta, float gamma)
|
|
{
|
|
float ctheta = cos(theta);
|
|
float cgamma = cos(gamma);
|
|
|
|
float expM = exp(config[4] * gamma);
|
|
float rayM = cgamma * cgamma;
|
|
float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5);
|
|
float zenith = sqrt(ctheta);
|
|
|
|
return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
|
|
(config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith);
|
|
}
|
|
|
|
color sky_radiance_new(normal dir,
|
|
float sunphi, float suntheta, color radiance,
|
|
float config_x[9], float config_y[9], float config_z[9])
|
|
{
|
|
/* 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, suntheta, sunphi);
|
|
|
|
/* clamp theta to horizon */
|
|
theta = min(theta, M_PI_2 - 0.001);
|
|
|
|
/* compute xyz color space values */
|
|
float x = sky_radiance_internal(config_x, theta, gamma) * radiance[0];
|
|
float y = sky_radiance_internal(config_y, theta, gamma) * radiance[1];
|
|
float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
|
|
|
|
/* convert to RGB and adjust strength */
|
|
return xyz_to_rgb(x, y, z) * (M_2PI / 683);
|
|
}
|
|
|
|
shader node_sky_texture(
|
|
int use_mapping = 0,
|
|
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
|
|
vector Vector = P,
|
|
string sky_model = "Hosek / Wilkie",
|
|
float theta = 0.0,
|
|
float phi = 0.0,
|
|
color radiance = color(0.0, 0.0, 0.0),
|
|
float config_x[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
|
|
float config_y[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
|
|
float config_z[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
|
|
output color Color = color(0.0, 0.0, 0.0))
|
|
{
|
|
vector p = Vector;
|
|
|
|
if (use_mapping)
|
|
p = transform(mapping, p);
|
|
|
|
if (sky_model == "Hosek / Wilkie")
|
|
Color = sky_radiance_new(p, phi, theta, radiance, config_x, config_y, config_z);
|
|
else
|
|
Color = sky_radiance_old(p, phi, theta, radiance, config_x, config_y, config_z);
|
|
}
|
|
|