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Diffstat (limited to 'intern/cycles/kernel/svm/svm_sky.h')
-rw-r--r--intern/cycles/kernel/svm/svm_sky.h92
1 files changed, 92 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h
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index 00000000000..dd02cb64cd7
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_sky.h
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float3 xyY_to_xyz(float x, float y, float Y)
+{
+ float X, Z;
+
+ if(y != 0.0f) X = (x / y) * Y;
+ else X = 0.0f;
+
+ if(y != 0.0f && Y != 0.0f) Z = (1.0f - x - y) / y * Y;
+ else Z = 0.0f;
+
+ return make_float3(X, Y, Z);
+}
+
+__device float3 xyz_to_rgb(float x, float y, float z)
+{
+ return make_float3(3.240479f * x + -1.537150f * y + -0.498535f * z,
+ -0.969256f * x + 1.875991f * y + 0.041556f * z,
+ 0.055648f * x + -0.204043f * y + 1.057311f * z);
+}
+
+/*
+ * "A Practical Analytic Model for Daylight"
+ * A. J. Preetham, Peter Shirley, Brian Smits
+ */
+
+__device float sky_angle_between(float thetav, float phiv, float theta, float phi)
+{
+ float cospsi = sinf(thetav)*sinf(theta)*cosf(phi - phiv) + cosf(thetav)*cosf(theta);
+ return safe_acosf(cospsi);
+}
+
+__device float sky_perez_function(float lam[5], 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);
+}
+
+__device float3 sky_radiance(KernelGlobals *kg, float3 dir)
+{
+ /* 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, kernel_data.sunsky.theta, kernel_data.sunsky.phi);
+
+ /* clamp theta to horizon */
+ theta = min(theta, M_PI_2_F - 0.001f);
+
+ /* compute xyY color space values */
+ float x = kernel_data.sunsky.zenith_x * sky_perez_function(kernel_data.sunsky.perez_x, theta, gamma);
+ float y = kernel_data.sunsky.zenith_y * sky_perez_function(kernel_data.sunsky.perez_y, theta, gamma);
+ float Y = kernel_data.sunsky.zenith_Y * sky_perez_function(kernel_data.sunsky.perez_Y, theta, gamma);
+
+ /* convert to RGB */
+ float3 xyz = xyY_to_xyz(x, y, Y);
+ return xyz_to_rgb(xyz.x, xyz.y, xyz.z);
+}
+
+__device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack, uint dir_offset, uint out_offset)
+{
+ float3 dir = stack_load_float3(stack, dir_offset);
+ float3 f = sky_radiance(kg, dir);
+
+ stack_store_float3(stack, out_offset, f);
+}
+
+CCL_NAMESPACE_END
+