forked from bartvdbraak/blender
da376e0237
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
163 lines
4.7 KiB
Plaintext
163 lines
4.7 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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struct KernelSunSky {
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/* sun direction in spherical and cartesian */
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float theta, phi;
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vector dir;
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/* perez function parameters */
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float zenith_Y, zenith_x, zenith_y;
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float perez_Y[5], perez_x[5], perez_y[5];
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};
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color xyY_to_xyz(float x, float y, float Y)
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{
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float X, Z;
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if(y != 0.0) X = (x / y) * Y;
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else X = 0.0;
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if(y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y;
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else Z = 0.0;
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return color(X, Y, Z);
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}
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color xyz_to_rgb(float x, float y, float z)
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{
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return color(3.240479 * x + -1.537150 * y + -0.498535 * z,
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-0.969256 * x + 1.875991 * y + 0.041556 * z,
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0.055648 * x + -0.204043 * y + 1.057311 * z);
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}
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float sky_angle_between(float thetav, float phiv, float theta, float phi)
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{
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float cospsi = sin(thetav)*sin(theta)*cos(phi - phiv) + cos(thetav)*cos(theta);
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if(cospsi > 1.0)
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return 0.0;
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if(cospsi < -1.0)
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return M_PI;
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return acos(cospsi);
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}
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vector sky_spherical_coordinates(vector dir)
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{
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return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
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}
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float sky_perez_function(float lam[5], float theta, float gamma)
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{
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float ctheta = cos(theta);
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float cgamma = cos(gamma);
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return (1.0 + lam[0]*exp(lam[1] / ctheta)) * (1.0 + lam[2]*exp(lam[3]*gamma) + lam[4]*cgamma*cgamma);
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}
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color sky_xyz_radiance(KernelSunSky sunsky, vector dir)
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{
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/* convert vector to spherical coordinates */
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vector spherical = sky_spherical_coordinates(dir);
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float theta = spherical[0];
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float phi = spherical[1];
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, sunsky.theta, sunsky.phi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2 - 0.001);
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/* compute xyY color space values */
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float x = sunsky.zenith_x * sky_perez_function(sunsky.perez_x, theta, gamma);
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float y = sunsky.zenith_y * sky_perez_function(sunsky.perez_y, theta, gamma);
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float Y = sunsky.zenith_Y * sky_perez_function(sunsky.perez_Y, theta, gamma);
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/* convert to RGB */
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color xyz = xyY_to_xyz(x, y, Y);
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return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
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}
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void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky)
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{
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vector spherical = sky_spherical_coordinates(dir);
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float theta = spherical[0];
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float phi = spherical[1];
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sunsky.theta = theta;
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sunsky.phi = phi;
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sunsky.dir = dir;
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float theta2 = theta*theta;
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float theta3 = theta*theta*theta;
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float T = turbidity;
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float T2 = T*T;
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float chi = (4.0/ 9.0- T / 120.0) * (M_PI - 2.0* theta);
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sunsky.zenith_Y = (4.0453*T - 4.9710) * tan(chi) - 0.2155*T + 2.4192;
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sunsky.zenith_Y *= 0.06;
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sunsky.zenith_x =
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(0.00166* theta3 - 0.00375* theta2 + 0.00209* theta)*T2 +
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(-0.02903* theta3 + 0.06377* theta2 - 0.03202* theta + 0.00394)*T +
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(0.11693* theta3 - 0.21196* theta2 + 0.06052* theta + 0.25886);
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sunsky.zenith_y =
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(0.00275* theta3 - 0.00610* theta2 + 0.00317* theta)*T2 +
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(-0.04214* theta3 + 0.08970* theta2 - 0.04153* theta + 0.00516)*T +
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(0.15346* theta3 - 0.26756* theta2 + 0.06670* theta + 0.26688);
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sunsky.perez_Y[0] = (0.1787*T - 1.4630);
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sunsky.perez_Y[1] = (-0.3554*T + 0.4275);
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sunsky.perez_Y[2] = (-0.0227*T + 5.3251);
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sunsky.perez_Y[3] = (0.1206*T - 2.5771);
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sunsky.perez_Y[4] = (-0.0670*T + 0.3703);
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sunsky.perez_x[0] = (-0.0193*T - 0.2592);
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sunsky.perez_x[1] = (-0.0665*T + 0.0008);
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sunsky.perez_x[2] = (-0.0004*T + 0.2125);
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sunsky.perez_x[3] = (-0.0641*T - 0.8989);
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sunsky.perez_x[4] = (-0.0033*T + 0.0452);
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sunsky.perez_y[0] = (-0.0167*T - 0.2608);
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sunsky.perez_y[1] = (-0.0950*T + 0.0092);
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sunsky.perez_y[2] = (-0.0079*T + 0.2102);
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sunsky.perez_y[3] = (-0.0441*T - 1.6537);
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sunsky.perez_y[4] = (-0.0109*T + 0.0529);
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sunsky.zenith_Y /= sky_perez_function(sunsky.perez_Y, 0, theta);
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sunsky.zenith_x /= sky_perez_function(sunsky.perez_x, 0, theta);
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sunsky.zenith_y /= sky_perez_function(sunsky.perez_y, 0, theta);
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}
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shader node_sky_texture(
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vector Vector = P,
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vector sun_direction = vector(0, 0, 1),
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float turbidity = 2.2,
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output color Color = color(0.0, 0.0, 0.0))
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{
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KernelSunSky sunsky;
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precompute_sunsky(sun_direction, turbidity, sunsky);
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Color = sky_xyz_radiance(sunsky, Vector);
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}
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