diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_sky_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_sky_texture.osl | 157 |
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); +} |