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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.osl157
1 files changed, 82 insertions, 75 deletions
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl
index a6c187d15f2..9b29e5489c2 100644
--- a/intern/cycles/kernel/shaders/node_sky_texture.osl
+++ b/intern/cycles/kernel/shaders/node_sky_texture.osl
@@ -19,115 +19,122 @@
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);
+ 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;
+ if (cospsi > 1.0)
+ return 0.0;
+ if (cospsi < -1.0)
+ return M_PI;
- return acos(cospsi);
+ return acos(cospsi);
}
vector sky_spherical_coordinates(vector dir)
{
- return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
+ 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);
+ 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);
+ 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])
+ 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];
+ /* 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);
+ /* 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);
+ /* 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);
+ /* 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]);
+ /* 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);
+ 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_new(normal dir,
- float sunphi, float suntheta, color radiance,
- float config_x[9], float config_y[9], float config_z[9])
+ 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];
+ /* 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);
+ /* 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);
+ /* 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];
+ /* 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);
+ /* convert to RGB and adjust strength */
+ return xyz_to_rgb(x, y, z) * (M_2PI / 683);
}
-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 type = "hosek_wilkie",
- float theta = 0.0,
- float phi = 0.0,
- 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},
- output color Color = color(0.0, 0.0, 0.0))
+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 type = "hosek_wilkie",
+ float theta = 0.0,
+ float phi = 0.0,
+ 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},
+ output color Color = color(0.0, 0.0, 0.0))
{
- vector p = Vector;
-
- if (use_mapping)
- p = transform(mapping, p);
-
- if (type == "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);
-}
+ vector p = Vector;
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ if (type == "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);
+}