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authorThomas Dinges <blender@dingto.org>2013-08-28 18:11:28 +0400
committerThomas Dinges <blender@dingto.org>2013-08-28 18:11:28 +0400
commitd539bd46729b3cdb85483f34f4aa362f2b64195a (patch)
tree9807785dddb1b92cc4fe1b82b8358cc60b09a80c /intern/cycles/render/nodes.cpp
parent1a6b364c284c1d919e0184b18465d9b673d330c6 (diff)
parent8b955e9b19dd8616f61c27d5e9d2d80d66dacd96 (diff)
Cycles / Sky Texture:
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/ Example render: http://archive.dingto.org/2013/blender/code/new_sky_model.png Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture Details: * User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though. * For the new model, you can specify the ground albedo (see documentation for details). * Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black. * Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!) Thanks to Brecht for code review and some help! This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp148
1 files changed, 116 insertions, 32 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 8fe856e6409..676b628f458 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -18,6 +18,7 @@
#include "nodes.h"
#include "svm.h"
#include "osl.h"
+#include "sky_model.h"
#include "util_transform.h"
@@ -384,19 +385,35 @@ static float2 sky_spherical_coordinates(float3 dir)
return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
}
+typedef struct SunSky {
+ /* sun direction in spherical and cartesian */
+ float theta, phi;
+
+ /* Parameter */
+ float radiance_x, radiance_y, radiance_z;
+ float config_x[9], config_y[9], config_z[9];
+} SunSky;
+
+/* Preetham model */
static float sky_perez_function(float lam[6], float theta, float gamma)
{
return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
}
-static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turbidity)
+static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
{
+ /*
+ * We re-use the SunSky struct of the new model, to avoid extra variables
+ * zenith_Y/x/y is now radiance_x/y/z
+ * perez_Y/x/y is now config_x/y/z
+ */
+
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
- ksunsky->theta = theta;
- ksunsky->phi = phi;
+ sunsky->theta = theta;
+ sunsky->phi = phi;
float theta2 = theta*theta;
float theta3 = theta2*theta;
@@ -404,47 +421,93 @@ static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turb
float T2 = T * T;
float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
- ksunsky->zenith_Y = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
- ksunsky->zenith_Y *= 0.06f;
+ sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
+ sunsky->radiance_x *= 0.06f;
- ksunsky->zenith_x =
+ sunsky->radiance_y =
(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
- ksunsky->zenith_y =
+ sunsky->radiance_z =
(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
- ksunsky->perez_Y[0] = (0.1787f * T - 1.4630f);
- ksunsky->perez_Y[1] = (-0.3554f * T + 0.4275f);
- ksunsky->perez_Y[2] = (-0.0227f * T + 5.3251f);
- ksunsky->perez_Y[3] = (0.1206f * T - 2.5771f);
- ksunsky->perez_Y[4] = (-0.0670f * T + 0.3703f);
+ sunsky->config_x[0] = (0.1787f * T - 1.4630f);
+ sunsky->config_x[1] = (-0.3554f * T + 0.4275f);
+ sunsky->config_x[2] = (-0.0227f * T + 5.3251f);
+ sunsky->config_x[3] = (0.1206f * T - 2.5771f);
+ sunsky->config_x[4] = (-0.0670f * T + 0.3703f);
- ksunsky->perez_x[0] = (-0.0193f * T - 0.2592f);
- ksunsky->perez_x[1] = (-0.0665f * T + 0.0008f);
- ksunsky->perez_x[2] = (-0.0004f * T + 0.2125f);
- ksunsky->perez_x[3] = (-0.0641f * T - 0.8989f);
- ksunsky->perez_x[4] = (-0.0033f * T + 0.0452f);
+ sunsky->config_y[0] = (-0.0193f * T - 0.2592f);
+ sunsky->config_y[1] = (-0.0665f * T + 0.0008f);
+ sunsky->config_y[2] = (-0.0004f * T + 0.2125f);
+ sunsky->config_y[3] = (-0.0641f * T - 0.8989f);
+ sunsky->config_y[4] = (-0.0033f * T + 0.0452f);
- ksunsky->perez_y[0] = (-0.0167f * T - 0.2608f);
- ksunsky->perez_y[1] = (-0.0950f * T + 0.0092f);
- ksunsky->perez_y[2] = (-0.0079f * T + 0.2102f);
- ksunsky->perez_y[3] = (-0.0441f * T - 1.6537f);
- ksunsky->perez_y[4] = (-0.0109f * T + 0.0529f);
+ sunsky->config_z[0] = (-0.0167f * T - 0.2608f);
+ sunsky->config_z[1] = (-0.0950f * T + 0.0092f);
+ sunsky->config_z[2] = (-0.0079f * T + 0.2102f);
+ sunsky->config_z[3] = (-0.0441f * T - 1.6537f);
+ sunsky->config_z[4] = (-0.0109f * T + 0.0529f);
- ksunsky->zenith_Y /= sky_perez_function(ksunsky->perez_Y, 0, theta);
- ksunsky->zenith_x /= sky_perez_function(ksunsky->perez_x, 0, theta);
- ksunsky->zenith_y /= sky_perez_function(ksunsky->perez_y, 0, theta);
+ sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta);
+ sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta);
+ sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta);
}
+/* Hosek / Wilkie */
+static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
+{
+ /* Calculate Sun Direction and save coordinates */
+ float2 spherical = sky_spherical_coordinates(dir);
+ float theta = spherical.x;
+ float phi = spherical.y;
+
+ sunsky->theta = theta;
+ sunsky->phi = phi;
+
+ double solarElevation = M_PI_2_F - theta;
+
+ /* Initialize Sky Model */
+ ArHosekSkyModelState *sky_state;
+ sky_state = arhosek_xyz_skymodelstate_alloc_init(turbidity, ground_albedo, solarElevation);
+
+ /* Copy values from sky_state to SunSky */
+ for (int i = 0; i < 9; ++i) {
+ sunsky->config_x[i] = sky_state->configs[0][i];
+ sunsky->config_y[i] = sky_state->configs[1][i];
+ sunsky->config_z[i] = sky_state->configs[2][i];
+ }
+ sunsky->radiance_x = sky_state->radiances[0];
+ sunsky->radiance_y = sky_state->radiances[1];
+ sunsky->radiance_z = sky_state->radiances[2];
+
+ /* Free sky_state */
+ arhosekskymodelstate_free(sky_state);
+}
+
+static ShaderEnum sky_type_init()
+{
+ ShaderEnum enm;
+
+ enm.insert("Preetham", NODE_SKY_OLD);
+ enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
+
+ return enm;
+}
+
+ShaderEnum SkyTextureNode::type_enum = sky_type_init();
+
SkyTextureNode::SkyTextureNode()
: TextureNode("sky_texture")
{
+ type = ustring("Hosek / Wilkie");
+
sun_direction = make_float3(0.0f, 0.0f, 1.0f);
turbidity = 2.2f;
+ ground_albedo = 0.3f;
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
@@ -455,15 +518,17 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
- if(compiler.sunsky) {
- sky_texture_precompute(compiler.sunsky, sun_direction, turbidity);
- compiler.sunsky = NULL;
- }
+ SunSky sunsky;
+ if(type_enum[type] == NODE_SKY_OLD)
+ sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
+ else if(type_enum[type] == NODE_SKY_NEW)
+ sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
if(vector_in->link)
compiler.stack_assign(vector_in);
int vector_offset = vector_in->stack_offset;
+ int sky_model = type_enum[type];
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
@@ -471,7 +536,15 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
}
compiler.stack_assign(color_out);
- compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset);
+ compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset, sky_model);
+ compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y));
+ compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2]));
+ compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6]));
+ compiler.add_node(__float_as_uint(sunsky.config_x[7]), __float_as_uint(sunsky.config_x[8]), __float_as_uint(sunsky.config_y[0]), __float_as_uint(sunsky.config_y[1]));
+ compiler.add_node(__float_as_uint(sunsky.config_y[2]), __float_as_uint(sunsky.config_y[3]), __float_as_uint(sunsky.config_y[4]), __float_as_uint(sunsky.config_y[5]));
+ compiler.add_node(__float_as_uint(sunsky.config_y[6]), __float_as_uint(sunsky.config_y[7]), __float_as_uint(sunsky.config_y[8]), __float_as_uint(sunsky.config_z[0]));
+ compiler.add_node(__float_as_uint(sunsky.config_z[1]), __float_as_uint(sunsky.config_z[2]), __float_as_uint(sunsky.config_z[3]), __float_as_uint(sunsky.config_z[4]));
+ compiler.add_node(__float_as_uint(sunsky.config_z[5]), __float_as_uint(sunsky.config_z[6]), __float_as_uint(sunsky.config_z[7]), __float_as_uint(sunsky.config_z[8]));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
@@ -481,8 +554,19 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter_vector("sun_direction", sun_direction);
- compiler.parameter("turbidity", turbidity);
+ SunSky sunsky;
+ if(type_enum[type] == NODE_SKY_OLD)
+ sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
+ else if(type_enum[type] == NODE_SKY_NEW)
+ sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
+
+ compiler.parameter("sky_model", type);
+ compiler.parameter("theta", sunsky.theta);
+ compiler.parameter("phi", sunsky.phi);
+ compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z));
+ compiler.parameter_array("config_x", sunsky.config_x, 9);
+ compiler.parameter_array("config_y", sunsky.config_y, 9);
+ compiler.parameter_array("config_z", sunsky.config_z, 9);
compiler.add(this, "node_sky_texture");
}