diff options
author | Thomas Dinges <blender@dingto.org> | 2016-04-05 13:25:54 +0300 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2016-04-05 13:25:54 +0300 |
commit | b8ca4819b2e9288cb86988c01b0b6a2a5b39fe8a (patch) | |
tree | 4e6e0c8659108725dc10e14324530d6a1595483e /intern/cycles | |
parent | 46aaa539984231021a2e895afa8c04734de96c86 (diff) |
Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/app/cycles_xml.cpp | 3 | ||||
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_sky_texture.osl | 48 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_sky.h | 60 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_types.h | 5 | ||||
-rw-r--r-- | intern/cycles/render/nodes.cpp | 105 | ||||
-rw-r--r-- | intern/cycles/render/nodes.h | 6 |
7 files changed, 210 insertions, 18 deletions
diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp index e33fce45bb6..c845f28ff90 100644 --- a/intern/cycles/app/cycles_xml.cpp +++ b/intern/cycles/app/cycles_xml.cpp @@ -470,7 +470,8 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug } else if(string_iequals(node.name(), "sky_texture")) { SkyTextureNode *sky = new SkyTextureNode(); - + + xml_read_enum(&sky->type, SkyTextureNode::type_enum, node, "type"); xml_read_float3(&sky->sun_direction, node, "sun_direction"); xml_read_float(&sky->turbidity, node, "turbidity"); xml_read_float(&sky->ground_albedo, node, "ground_albedo"); diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index e186a594c82..4f7ca301fb7 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -833,6 +833,7 @@ static ShaderNode *add_node(Scene *scene, else if(b_node.is_a(&RNA_ShaderNodeTexSky)) { BL::ShaderNodeTexSky b_sky_node(b_node); SkyTextureNode *sky = new SkyTextureNode(); + sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()]; sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction())); sky->turbidity = b_sky_node.turbidity(); sky->ground_albedo = b_sky_node.ground_albedo(); diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl index 9ce9008ef4b..05eed23bea8 100644 --- a/intern/cycles/kernel/shaders/node_sky_texture.osl +++ b/intern/cycles/kernel/shaders/node_sky_texture.osl @@ -34,6 +34,40 @@ 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) { @@ -49,9 +83,9 @@ float sky_radiance_internal(float config[9], float theta, float gamma) (config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith); } -color sky_radiance(normal dir, - float sunphi, float suntheta, color radiance, - float config_x[9], float config_y[9], float config_z[9]) +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); @@ -77,6 +111,7 @@ 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), @@ -89,7 +124,10 @@ shader node_sky_texture( if (use_mapping) p = transform(mapping, p); - - Color = sky_radiance(p, phi, theta, radiance, config_x, config_y, config_z); + + 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); } diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h index 28599f550b6..854e85fd326 100644 --- a/intern/cycles/kernel/svm/svm_sky.h +++ b/intern/cycles/kernel/svm/svm_sky.h @@ -25,6 +25,44 @@ ccl_device float sky_angle_between(float thetav, float phiv, float theta, float } /* + * "A Practical Analytic Model for Daylight" + * A. J. Preetham, Peter Shirley, Brian Smits + */ +ccl_device float sky_perez_function(float *lam, float theta, float gamma) +{ + float ctheta = cosf(theta); + float cgamma = cosf(gamma); + + return (1.0f + lam[0]*expf(lam[1]/ctheta)) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cgamma*cgamma); +} + +ccl_device float3 sky_radiance_old(KernelGlobals *kg, float3 dir, + float sunphi, float suntheta, + float radiance_x, float radiance_y, float radiance_z, + float *config_x, float *config_y, float *config_z) +{ + /* convert vector to spherical coordinates */ + float2 spherical = direction_to_spherical(dir); + float theta = spherical.x; + float phi = spherical.y; + + /* 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_F - 0.001f); + + /* compute xyY color space values */ + float x = radiance_y * sky_perez_function(config_y, theta, gamma); + float y = radiance_z * sky_perez_function(config_z, theta, gamma); + float Y = radiance_x * sky_perez_function(config_x, theta, gamma); + + /* convert to RGB */ + float3 xyz = xyY_to_xyz(x, y, Y); + return xyz_to_rgb(xyz.x, xyz.y, xyz.z); +} + +/* * "An Analytic Model for Full Spectral Sky-Dome Radiance" * Lukas Hosek, Alexander Wilkie */ @@ -42,10 +80,10 @@ ccl_device float sky_radiance_internal(float *configuration, float theta, float (configuration[2] + configuration[3] * expM + configuration[5] * rayM + configuration[6] * mieM + configuration[7] * zenith); } -ccl_device float3 sky_radiance(KernelGlobals *kg, float3 dir, - float sunphi, float suntheta, - float radiance_x, float radiance_y, float radiance_z, - float *config_x, float *config_y, float *config_z) +ccl_device float3 sky_radiance_new(KernelGlobals *kg, float3 dir, + float sunphi, float suntheta, + float radiance_x, float radiance_y, float radiance_z, + float *config_x, float *config_y, float *config_z) { /* convert vector to spherical coordinates */ float2 spherical = direction_to_spherical(dir); @@ -76,6 +114,7 @@ ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack /* Load data */ uint dir_offset = node.y; uint out_offset = node.z; + int sky_model = node.w; float4 data = read_node_float(kg, offset); sunphi = data.x; @@ -129,9 +168,16 @@ ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack float3 f; /* Compute Sky */ - f = sky_radiance(kg, dir, sunphi, suntheta, - radiance_x, radiance_y, radiance_z, - config_x, config_y, config_z); + if(sky_model == 0) { + f = sky_radiance_old(kg, dir, sunphi, suntheta, + radiance_x, radiance_y, radiance_z, + config_x, config_y, config_z); + } + else { + f = sky_radiance_new(kg, dir, sunphi, suntheta, + radiance_x, radiance_y, radiance_z, + config_x, config_y, config_z); + } stack_store_float3(stack, out_offset, f); } diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h index f9d741f06c8..21b0cb15a4f 100644 --- a/intern/cycles/kernel/svm/svm_types.h +++ b/intern/cycles/kernel/svm/svm_types.h @@ -299,6 +299,11 @@ typedef enum NodeWaveProfiles { NODE_WAVE_PROFILE_SAW, } NodeWaveProfile; +typedef enum NodeSkyType { + NODE_SKY_OLD, + NODE_SKY_NEW +} NodeSkyType; + typedef enum NodeGradientType { NODE_BLEND_LINEAR, NODE_BLEND_QUADRATIC, diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 3a9e8de749e..57fb1a78f5b 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -591,8 +591,78 @@ typedef struct SunSky { 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_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; + + sunsky->theta = theta; + sunsky->phi = phi; + + float theta2 = theta*theta; + float theta3 = theta2*theta; + float T = turbidity; + float T2 = T * T; + + float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta); + sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f; + sunsky->radiance_x *= 0.06f; + + 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); + + 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); + + 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); + + 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); + + 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); + + /* unused for old sky model */ + for(int i = 5; i < 9; i++) { + sunsky->config_x[i] = 0.0f; + sunsky->config_y[i] = 0.0f; + sunsky->config_z[i] = 0.0f; + } + + 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(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo) +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); @@ -628,9 +698,23 @@ static void sky_texture_precompute(SunSky *sunsky, float3 dir, float turbidity, 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; @@ -645,12 +729,18 @@ void SkyTextureNode::compile(SVMCompiler& compiler) ShaderOutput *color_out = output("Color"); SunSky sunsky; - sky_texture_precompute(&sunsky, sun_direction, turbidity, ground_albedo); + 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); + else + assert(false); 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); @@ -658,7 +748,7 @@ 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])); @@ -677,8 +767,15 @@ void SkyTextureNode::compile(OSLCompiler& compiler) tex_mapping.compile(compiler); SunSky sunsky; - sky_texture_precompute(&sunsky, sun_direction, turbidity, ground_albedo); + 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); + else + assert(false); + + 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)); diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h index a145056f5cc..cede4205a6a 100644 --- a/intern/cycles/render/nodes.h +++ b/intern/cycles/render/nodes.h @@ -184,12 +184,16 @@ public: float turbidity; float ground_albedo; + ustring type; + static ShaderEnum type_enum; + virtual bool equals(const ShaderNode *other) { const SkyTextureNode *sky_node = (const SkyTextureNode*)other; return TextureNode::equals(other) && sun_direction == sky_node->sun_direction && turbidity == sky_node->turbidity && - ground_albedo == sky_node->ground_albedo; + ground_albedo == sky_node->ground_albedo && + type == sky_node->type; } }; |