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Diffstat (limited to 'intern/cycles/kernel/shaders/node_sky_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_sky_texture.osl237
1 files changed, 0 insertions, 237 deletions
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl
deleted file mode 100644
index 43d7bd36973..00000000000
--- a/intern/cycles/kernel/shaders/node_sky_texture.osl
+++ /dev/null
@@ -1,237 +0,0 @@
-/*
- * Copyright 2011-2013 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 "node_color.h"
-#include "stdcycles.h"
-
-float sky_angle_between(float thetav, float phiv, float theta, float phi)
-{
- float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);
-
- if (cospsi > 1.0)
- return 0.0;
- if (cospsi < -1.0)
- return M_PI;
-
- return acos(cospsi);
-}
-
-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_preetham(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)
-{
- float ctheta = cos(theta);
- float cgamma = cos(gamma);
-
- float expM = exp(config[4] * gamma);
- float rayM = cgamma * cgamma;
- float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5);
- float zenith = sqrt(ctheta);
-
- return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
- (config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith);
-}
-
-color sky_radiance_hosek(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 xyz color space values */
- float x = sky_radiance_internal(config_x, theta, gamma) * radiance[0];
- float y = sky_radiance_internal(config_y, theta, gamma) * radiance[1];
- float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
-
- /* convert to RGB and adjust strength */
- return xyz_to_rgb(x, y, z) * (M_2PI / 683);
-}
-
-/* Nishita improved */
-vector geographical_to_direction(float lat, float lon)
-{
- return vector(cos(lat) * cos(lon), cos(lat) * sin(lon), sin(lat));
-}
-
-float precise_angle(vector a, vector b)
-{
- return 2.0 * atan2(length(a - b), length(a + b));
-}
-
-color sky_radiance_nishita(vector dir, float nishita_data[10], string filename)
-{
- /* definitions */
- float sun_elevation = nishita_data[6];
- float sun_rotation = nishita_data[7];
- float angular_diameter = nishita_data[8];
- float sun_intensity = nishita_data[9];
- int sun_disc = angular_diameter > 0;
- float alpha = 1.0;
- color xyz;
- /* convert dir to spherical coordinates */
- vector direction = sky_spherical_coordinates(dir);
-
- /* render above the horizon */
- if (dir[2] >= 0.0) {
- /* definitions */
- vector sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2);
- float sun_dir_angle = precise_angle(dir, sun_dir);
- float half_angular = angular_diameter / 2.0;
- float dir_elevation = M_PI_2 - direction[0];
-
- /* if ray inside sun disc render it, otherwise render sky */
- if (sun_dir_angle < half_angular && sun_disc == 1) {
- /* get 2 pixels data */
- color pixel_bottom = color(nishita_data[0], nishita_data[1], nishita_data[2]);
- color pixel_top = color(nishita_data[3], nishita_data[4], nishita_data[5]);
- float y;
-
- /* sun interpolation */
- if (sun_elevation - half_angular > 0.0) {
- if ((sun_elevation + half_angular) > 0.0) {
- y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5;
- xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity;
- }
- }
- else {
- if (sun_elevation + half_angular > 0.0) {
- y = dir_elevation / (sun_elevation + half_angular);
- xyz = mix(pixel_bottom, pixel_top, y) * sun_intensity;
- }
- }
- /* limb darkening, coefficient is 0.6f */
- float angle_fraction = sun_dir_angle / half_angular;
- float limb_darkening = (1.0 - 0.6 * (1.0 - sqrt(1.0 - angle_fraction * angle_fraction)));
- xyz *= limb_darkening;
- }
- /* sky */
- else {
- /* sky interpolation */
- float x = (direction[1] + M_PI + sun_rotation) / M_2PI;
- /* more pixels toward horizon compensation */
- float y = 1.0 - sqrt(dir_elevation / M_PI_2);
- if (x > 1.0) {
- x = x - 1.0;
- }
- xyz = (color)texture(filename, x, y, "wrap", "clamp", "interp", "linear", "alpha", alpha);
- }
- }
- /* ground */
- else {
- if (dir[2] < -0.4) {
- xyz = color(0, 0, 0);
- }
- else {
- /* black ground fade */
- float mul = pow(1.0 + dir[2] * 2.5, 3.0);
- /* interpolation */
- float x = (direction[1] + M_PI + sun_rotation) / M_2PI;
- float y = 1.5;
- if (x > 1.0) {
- x = x - 1.0;
- }
- xyz = (color)texture(
- filename, x, y, "wrap", "periodic", "interp", "linear", "alpha", alpha) *
- mul;
- }
- }
- /* convert to RGB */
- return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
-}
-
-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_type = "hosek_wilkie",
- float theta = 0.0,
- float phi = 0.0,
- string filename = "",
- color radiance = color(0.0, 0.0, 0.0),
- float config_x[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
- float config_y[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
- float config_z[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
- float nishita_data[10] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
- output color Color = color(0.0, 0.0, 0.0))
-{
- vector p = Vector;
-
- if (use_mapping)
- p = transform(mapping, p);
-
- if (sky_type == "nishita_improved")
- Color = sky_radiance_nishita(p, nishita_data, filename);
- if (sky_type == "hosek_wilkie")
- Color = sky_radiance_hosek(p, phi, theta, radiance, config_x, config_y, config_z);
- if (sky_type == "preetham")
- Color = sky_radiance_preetham(p, phi, theta, radiance, config_x, config_y, config_z);
-}