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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-02-28 20:44:54 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-02-28 20:44:54 +0400
commit4a903395194aef1cfe97e4d50d73320a72280cf3 (patch)
tree056c15cc54f0d0446aef69c9b7f299023c01a69f /intern/cycles/kernel/kernel_montecarlo.h
parent0052cbed0dadafce44f818d3d2016254c3d914d0 (diff)
Cycles: support for camera rendering an environment map with equirectangular
environment map, by enabling the Panorama option in the camera. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama The focal length or sensor settings are not used, the UI can be tweaked still to communicate this, also panorama should probably become a proper camera type like perspective or ortho.
Diffstat (limited to 'intern/cycles/kernel/kernel_montecarlo.h')
-rw-r--r--intern/cycles/kernel/kernel_montecarlo.h11
1 files changed, 5 insertions, 6 deletions
diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h
index 9776baf65e4..66bd0ee9998 100644
--- a/intern/cycles/kernel/kernel_montecarlo.h
+++ b/intern/cycles/kernel/kernel_montecarlo.h
@@ -185,7 +185,7 @@ __device float2 regular_polygon_sample(float corners, float rotation, float u, f
return make_float2(cr*p.x - sr*p.y, sr*p.x + cr*p.y);
}
-/* Spherical coordinates <-> Cartesion direction */
+/* Spherical coordinates <-> Cartesian direction */
__device float2 direction_to_spherical(float3 dir)
{
@@ -203,11 +203,11 @@ __device float3 spherical_to_direction(float theta, float phi)
cosf(theta));
}
-/* Equirectangular */
+/* Equirectangular coordinates <-> Cartesian direction */
__device float2 direction_to_equirectangular(float3 dir)
{
- float u = (atan2f(dir.y, dir.x) + M_PI_F)/(2.0f*M_PI_F);
+ float u = -atan2f(dir.y, dir.x)/(2.0f*M_PI_F) + 0.5f;
float v = atan2f(dir.z, hypotf(dir.x, dir.y))/M_PI_F + 0.5f;
return make_float2(u, v);
@@ -215,9 +215,8 @@ __device float2 direction_to_equirectangular(float3 dir)
__device float3 equirectangular_to_direction(float u, float v)
{
- /* XXX check correctness? */
- float theta = M_PI_F*v;
- float phi = 2.0f*M_PI_F*u;
+ float phi = M_PI_F*(1.0f - 2.0f*u);
+ float theta = M_PI_F*(1.0f - v);
return make_float3(
sin(theta)*cos(phi),