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authorSzymon Ulatowski <szulat>2020-07-09 18:19:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-09 18:31:36 +0300
commit9de09220fc5fcae72bba203c641f67e75eb7ebc5 (patch)
tree7b637bcc8037e2db7a31b7e9246e0a007bf075b8 /intern/sky/source/sky_nishita.cpp
parent42c99ec15bfb9fb43127392cc5995ab78246d66e (diff)
EEVEE: Implement the missing Sky texture
I'm not sure if the Sky was deliberately left out or was just waiting for a better moment, but so many I was disappointed that Sky in EEVEE is completely white. There are already 2 implementations (osl and gpu) so this is the third one. Looking at other cases it seems that we are not supposed to share sources between cycles and the rest? So the new util_sky_model files are just copies of what is already in cycles, except that the data file uses the RGB variant of the Hosek/Wilkie model, because we output RGB anyway (but can be easily changed to XYZ if desired - the results are nearly identical). I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I wanted to use mat3 but it does not work). Also, should I cache the sky model data between renders if the parameters do not change? Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D7108
Diffstat (limited to 'intern/sky/source/sky_nishita.cpp')
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diff --git a/intern/sky/source/sky_nishita.cpp b/intern/sky/source/sky_nishita.cpp
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+/*
+ * Copyright 2011-2020 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 "sky_model.h"
+#include "sky_float3.h"
+
+/* Constants */
+static const float rayleigh_scale = 8000.0f; // Rayleigh scale height (m)
+static const float mie_scale = 1200.0f; // Mie scale height (m)
+static const float mie_coeff = 2e-5f; // Mie scattering coefficient
+static const float mie_G = 0.76f; // aerosols anisotropy
+static const float earth_radius = 6360000.0f; // radius of Earth (m)
+static const float atmosphere_radius = 6420000.0f; // radius of atmosphere (m)
+static const int steps = 32; // segments per primary ray
+static const int steps_light = 16; // segments per sun connection ray
+static const int num_wavelengths = 21; // number of wavelengths
+/* irradiance at top of atmosphere */
+static const float irradiance[] = {
+ 1.45756829855592995315f, 1.56596305559738380175f, 1.65148449067670455293f,
+ 1.71496242737209314555f, 1.75797983805020541226f, 1.78256407885924539336f,
+ 1.79095108475838560302f, 1.78541550133410664714f, 1.76815554864306845317f,
+ 1.74122069647250410362f, 1.70647127164943679389f, 1.66556087452739887134f,
+ 1.61993437242451854274f, 1.57083597368892080581f, 1.51932335059305478886f,
+ 1.46628494965214395407f, 1.41245852740172450623f, 1.35844961970384092709f,
+ 1.30474913844739281998f, 1.25174963272610817455f, 1.19975998755420620867f};
+/* Rayleigh scattering coefficient */
+static const float rayleigh_coeff[] = {
+ 0.00005424820087636473f, 0.00004418549866505454f, 0.00003635151910165377f,
+ 0.00003017929012024763f, 0.00002526320226989157f, 0.00002130859310621843f,
+ 0.00001809838025320633f, 0.00001547057129129042f, 0.00001330284977336850f,
+ 0.00001150184784075764f, 0.00000999557429990163f, 0.00000872799973630707f,
+ 0.00000765513700977967f, 0.00000674217203751443f, 0.00000596134125832052f,
+ 0.00000529034598065810f, 0.00000471115687557433f, 0.00000420910481110487f,
+ 0.00000377218381260133f, 0.00000339051255477280f, 0.00000305591531679811f};
+/* Ozone absorption coefficient */
+static const float ozone_coeff[] = {
+ 0.00000000325126849861f, 0.00000000585395365047f, 0.00000001977191155085f,
+ 0.00000007309568762914f, 0.00000020084561514287f, 0.00000040383958096161f,
+ 0.00000063551335912363f, 0.00000096707041180970f, 0.00000154797400424410f,
+ 0.00000209038647223331f, 0.00000246128056164565f, 0.00000273551299461512f,
+ 0.00000215125863128643f, 0.00000159051840791988f, 0.00000112356197979857f,
+ 0.00000073527551487574f, 0.00000046450130357806f, 0.00000033096079921048f,
+ 0.00000022512612292678f, 0.00000014879129266490f, 0.00000016828623364192f};
+/* CIE XYZ color matching functions */
+static const float cmf_xyz[][3] = {{0.00136800000f, 0.00003900000f, 0.00645000100f},
+ {0.01431000000f, 0.00039600000f, 0.06785001000f},
+ {0.13438000000f, 0.00400000000f, 0.64560000000f},
+ {0.34828000000f, 0.02300000000f, 1.74706000000f},
+ {0.29080000000f, 0.06000000000f, 1.66920000000f},
+ {0.09564000000f, 0.13902000000f, 0.81295010000f},
+ {0.00490000000f, 0.32300000000f, 0.27200000000f},
+ {0.06327000000f, 0.71000000000f, 0.07824999000f},
+ {0.29040000000f, 0.95400000000f, 0.02030000000f},
+ {0.59450000000f, 0.99500000000f, 0.00390000000f},
+ {0.91630000000f, 0.87000000000f, 0.00165000100f},
+ {1.06220000000f, 0.63100000000f, 0.00080000000f},
+ {0.85444990000f, 0.38100000000f, 0.00019000000f},
+ {0.44790000000f, 0.17500000000f, 0.00002000000f},
+ {0.16490000000f, 0.06100000000f, 0.00000000000f},
+ {0.04677000000f, 0.01700000000f, 0.00000000000f},
+ {0.01135916000f, 0.00410200000f, 0.00000000000f},
+ {0.00289932700f, 0.00104700000f, 0.00000000000f},
+ {0.00069007860f, 0.00024920000f, 0.00000000000f},
+ {0.00016615050f, 0.00006000000f, 0.00000000000f},
+ {0.00004150994f, 0.00001499000f, 0.00000000000f}};
+
+static float3 geographical_to_direction(float lat, float lon)
+{
+ return make_float3(cosf(lat) * cosf(lon), cosf(lat) * sinf(lon), sinf(lat));
+}
+
+static float3 spec_to_xyz(float *spectrum)
+{
+ float3 xyz = make_float3(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < num_wavelengths; i++) {
+ xyz.x += cmf_xyz[i][0] * spectrum[i];
+ xyz.y += cmf_xyz[i][1] * spectrum[i];
+ xyz.z += cmf_xyz[i][2] * spectrum[i];
+ }
+ return xyz * (20 * 683 * 1e-9f);
+}
+
+/* Atmosphere volume models */
+
+static float density_rayleigh(float height)
+{
+ return expf(-height / rayleigh_scale);
+}
+
+static float density_mie(float height)
+{
+ return expf(-height / mie_scale);
+}
+
+static float density_ozone(float height)
+{
+ float den = 0.0f;
+ if (height >= 10000.0f && height < 25000.0f)
+ den = 1.0f / 15000.0f * height - 2.0f / 3.0f;
+ else if (height >= 25000 && height < 40000)
+ den = -(1.0f / 15000.0f * height - 8.0f / 3.0f);
+ return den;
+}
+
+static float phase_rayleigh(float mu)
+{
+ return 3.0f / (16.0f * M_PI_F) * (1.0f + sqr(mu));
+}
+
+static float phase_mie(float mu)
+{
+ static const float sqr_G = mie_G * mie_G;
+
+ return (3.0f * (1.0f - sqr_G) * (1.0f + sqr(mu))) /
+ (8.0f * M_PI_F * (2.0f + sqr_G) * powf((1.0f + sqr_G - 2.0f * mie_G * mu), 1.5));
+}
+
+/* Intersection helpers */
+static bool surface_intersection(float3 pos, float3 dir)
+{
+ if (dir.z >= 0)
+ return false;
+ float t = dot(dir, -pos) / len_squared(dir);
+ float D = pos.x * pos.x - 2.0f * (-pos.x) * dir.x * t + dir.x * t * dir.x * t + pos.y * pos.y -
+ 2.0f * (-pos.y) * dir.y * t + (dir.y * t) * (dir.y * t) + pos.z * pos.z -
+ 2.0f * (-pos.z) * dir.z * t + dir.z * t * dir.z * t;
+ return (D <= sqr(earth_radius));
+}
+
+static float3 atmosphere_intersection(float3 pos, float3 dir)
+{
+ float b = -2.0f * dot(dir, -pos);
+ float c = len_squared(pos) - sqr(atmosphere_radius);
+ float t = (-b + sqrtf(b * b - 4.0f * c)) / 2.0f;
+ return make_float3(pos.x + dir.x * t, pos.y + dir.y * t, pos.z + dir.z * t);
+}
+
+static float3 ray_optical_depth(float3 ray_origin, float3 ray_dir)
+{
+ /* This code computes the optical depth along a ray through the atmosphere. */
+ float3 ray_end = atmosphere_intersection(ray_origin, ray_dir);
+ float ray_length = distance(ray_origin, ray_end);
+
+ /* To compute the optical depth, we step along the ray in segments and
+ * accumulate the optical depth along each segment. */
+ float segment_length = ray_length / steps_light;
+ float3 segment = segment_length * ray_dir;
+
+ /* Instead of tracking the transmission spectrum across all wavelengths directly,
+ * we use the fact that the density always has the same spectrum for each type of
+ * scattering, so we split the density into a constant spectrum and a factor and
+ * only track the factors. */
+ float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f);
+
+ /* The density of each segment is evaluated at its middle. */
+ float3 P = ray_origin + 0.5f * segment;
+ for (int i = 0; i < steps_light; i++) {
+ /* Compute height above sea level. */
+ float height = len(P) - earth_radius;
+
+ /* Accumulate optical depth of this segment (density is assumed to be constant along it). */
+ float3 density = make_float3(
+ density_rayleigh(height), density_mie(height), density_ozone(height));
+ optical_depth += segment_length * density;
+
+ /* Advance along ray. */
+ P += segment;
+ }
+
+ return optical_depth;
+}
+
+/* Single Scattering implementation */
+static void single_scattering(float3 ray_dir,
+ float3 sun_dir,
+ float3 ray_origin,
+ float air_density,
+ float dust_density,
+ float ozone_density,
+ float *r_spectrum)
+{
+ /* This code computes single-inscattering along a ray through the atmosphere. */
+ float3 ray_end = atmosphere_intersection(ray_origin, ray_dir);
+ float ray_length = distance(ray_origin, ray_end);
+
+ /* To compute the inscattering, we step along the ray in segments and accumulate
+ * the inscattering as well as the optical depth along each segment. */
+ float segment_length = ray_length / steps;
+ float3 segment = segment_length * ray_dir;
+
+ /* Instead of tracking the transmission spectrum across all wavelengths directly,
+ * we use the fact that the density always has the same spectrum for each type of
+ * scattering, so we split the density into a constant spectrum and a factor and
+ * only track the factors. */
+ float3 optical_depth = make_float3(0.0f, 0.0f, 0.0f);
+
+ /* Zero out light accumulation. */
+ for (int wl = 0; wl < num_wavelengths; wl++) {
+ r_spectrum[wl] = 0.0f;
+ }
+
+ /* Compute phase function for scattering and the density scale factor. */
+ float mu = dot(ray_dir, sun_dir);
+ float3 phase_function = make_float3(phase_rayleigh(mu), phase_mie(mu), 0.0f);
+ float3 density_scale = make_float3(air_density, dust_density, ozone_density);
+
+ /* The density and in-scattering of each segment is evaluated at its middle. */
+ float3 P = ray_origin + 0.5f * segment;
+ for (int i = 0; i < steps; i++) {
+ /* Compute height above sea level. */
+ float height = len(P) - earth_radius;
+
+ /* Evaluate and accumulate optical depth along the ray. */
+ float3 density = density_scale * make_float3(density_rayleigh(height),
+ density_mie(height),
+ density_ozone(height));
+ optical_depth += segment_length * density;
+
+ /* If the earth isn't in the way, evaluate inscattering from the sun. */
+ if (!surface_intersection(P, sun_dir)) {
+ float3 light_optical_depth = density_scale * ray_optical_depth(P, sun_dir);
+ float3 total_optical_depth = optical_depth + light_optical_depth;
+
+ /* attenuation of light */
+ for (int wl = 0; wl < num_wavelengths; wl++) {
+ float3 extinction_density = total_optical_depth * make_float3(rayleigh_coeff[wl],
+ 1.11f * mie_coeff,
+ ozone_coeff[wl]);
+ float attenuation = expf(-reduce_add(extinction_density));
+
+ float3 scattering_density = density * make_float3(rayleigh_coeff[wl], mie_coeff, 0.0f);
+
+ /* The total inscattered radiance from one segment is:
+ * Tr(A<->B) * Tr(B<->C) * sigma_s * phase * L * segment_length
+ *
+ * These terms are:
+ * Tr(A<->B): Transmission from start to scattering position (tracked in optical_depth)
+ * Tr(B<->C): Transmission from scattering position to light (computed in
+ * ray_optical_depth) sigma_s: Scattering density phase: Phase function of the scattering
+ * type (Rayleigh or Mie) L: Radiance coming from the light source segment_length: The
+ * length of the segment
+ *
+ * The code here is just that, with a bit of additional optimization to not store full
+ * spectra for the optical depth.
+ */
+ r_spectrum[wl] += attenuation * reduce_add(phase_function * scattering_density) *
+ irradiance[wl] * segment_length;
+ }
+ }
+
+ /* Advance along ray. */
+ P += segment;
+ }
+}
+
+/* calculate texture array */
+void SKY_nishita_skymodel_precompute_texture(float *pixels,
+ int stride,
+ int start_y,
+ int end_y,
+ int width,
+ int height,
+ float sun_elevation,
+ float altitude,
+ float air_density,
+ float dust_density,
+ float ozone_density)
+{
+ /* calculate texture pixels */
+ float spectrum[num_wavelengths];
+ int half_width = width / 2;
+ float3 cam_pos = make_float3(0, 0, earth_radius + altitude);
+ float3 sun_dir = geographical_to_direction(sun_elevation, 0.0f);
+
+ float latitude_step = M_PI_2_F / height;
+ float longitude_step = M_2PI_F / width;
+
+ for (int y = start_y; y < end_y; y++) {
+ float latitude = latitude_step * y;
+
+ float *pixel_row = pixels + (y * width) * stride;
+ for (int x = 0; x < half_width; x++) {
+ float longitude = longitude_step * x - M_PI_F;
+
+ float3 dir = geographical_to_direction(latitude, longitude);
+ single_scattering(dir, sun_dir, cam_pos, air_density, dust_density, ozone_density, spectrum);
+ float3 xyz = spec_to_xyz(spectrum);
+
+ pixel_row[x * stride + 0] = xyz.x;
+ pixel_row[x * stride + 1] = xyz.y;
+ pixel_row[x * stride + 2] = xyz.z;
+ int mirror_x = width - x - 1;
+ pixel_row[mirror_x * stride + 0] = xyz.x;
+ pixel_row[mirror_x * stride + 1] = xyz.y;
+ pixel_row[mirror_x * stride + 2] = xyz.z;
+ }
+ }
+}
+
+/* Sun disc */
+static void sun_radiation(float3 cam_dir,
+ float altitude,
+ float air_density,
+ float dust_density,
+ float solid_angle,
+ float *r_spectrum)
+{
+ float3 cam_pos = make_float3(0, 0, earth_radius + altitude);
+ float3 optical_depth = ray_optical_depth(cam_pos, cam_dir);
+
+ /* Compute final spectrum. */
+ for (int i = 0; i < num_wavelengths; i++) {
+ /* Combine spectra and the optical depth into transmittance. */
+ float transmittance = rayleigh_coeff[i] * optical_depth.x * air_density +
+ 1.11f * mie_coeff * optical_depth.y * dust_density;
+ r_spectrum[i] = (irradiance[i] / solid_angle) * expf(-transmittance);
+ }
+}
+
+void SKY_nishita_skymodel_precompute_sun(float sun_elevation,
+ float angular_diameter,
+ float altitude,
+ float air_density,
+ float dust_density,
+ float *pixel_bottom,
+ float *pixel_top)
+{
+ /* definitions */
+ float half_angular = angular_diameter / 2.0f;
+ float solid_angle = M_2PI_F * (1.0f - cosf(half_angular));
+ float spectrum[num_wavelengths];
+ float bottom = sun_elevation - half_angular;
+ float top = sun_elevation + half_angular;
+ float elevation_bottom, elevation_top;
+ float3 pix_bottom, pix_top, sun_dir;
+
+ /* compute 2 pixels for sun disc */
+ elevation_bottom = (bottom > 0.0f) ? bottom : 0.0f;
+ elevation_top = (top > 0.0f) ? top : 0.0f;
+ sun_dir = geographical_to_direction(elevation_bottom, 0.0f);
+ sun_radiation(sun_dir, altitude, air_density, dust_density, solid_angle, spectrum);
+ pix_bottom = spec_to_xyz(spectrum);
+ sun_dir = geographical_to_direction(elevation_top, 0.0f);
+ sun_radiation(sun_dir, altitude, air_density, dust_density, solid_angle, spectrum);
+ pix_top = spec_to_xyz(spectrum);
+
+ /* store pixels */
+ pixel_bottom[0] = pix_bottom.x;
+ pixel_bottom[1] = pix_bottom.y;
+ pixel_bottom[2] = pix_bottom.z;
+ pixel_top[0] = pix_top.x;
+ pixel_top[1] = pix_top.y;
+ pixel_top[2] = pix_top.z;
+}