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Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp148
1 files changed, 116 insertions, 32 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 8fe856e6409..676b628f458 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -18,6 +18,7 @@
#include "nodes.h"
#include "svm.h"
#include "osl.h"
+#include "sky_model.h"
#include "util_transform.h"
@@ -384,19 +385,35 @@ static float2 sky_spherical_coordinates(float3 dir)
return make_float2(acosf(dir.z), atan2f(dir.x, dir.y));
}
+typedef struct SunSky {
+ /* sun direction in spherical and cartesian */
+ float theta, phi;
+
+ /* Parameter */
+ float radiance_x, radiance_y, radiance_z;
+ float config_x[9], config_y[9], config_z[9];
+} SunSky;
+
+/* Preetham model */
static float sky_perez_function(float lam[6], float theta, float gamma)
{
return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
}
-static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turbidity)
+static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
{
+ /*
+ * We re-use the SunSky struct of the new model, to avoid extra variables
+ * zenith_Y/x/y is now radiance_x/y/z
+ * perez_Y/x/y is now config_x/y/z
+ */
+
float2 spherical = sky_spherical_coordinates(dir);
float theta = spherical.x;
float phi = spherical.y;
- ksunsky->theta = theta;
- ksunsky->phi = phi;
+ sunsky->theta = theta;
+ sunsky->phi = phi;
float theta2 = theta*theta;
float theta3 = theta2*theta;
@@ -404,47 +421,93 @@ static void sky_texture_precompute(KernelSunSky *ksunsky, float3 dir, float turb
float T2 = T * T;
float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
- ksunsky->zenith_Y = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
- ksunsky->zenith_Y *= 0.06f;
+ sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
+ sunsky->radiance_x *= 0.06f;
- ksunsky->zenith_x =
+ sunsky->radiance_y =
(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
- ksunsky->zenith_y =
+ sunsky->radiance_z =
(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
- ksunsky->perez_Y[0] = (0.1787f * T - 1.4630f);
- ksunsky->perez_Y[1] = (-0.3554f * T + 0.4275f);
- ksunsky->perez_Y[2] = (-0.0227f * T + 5.3251f);
- ksunsky->perez_Y[3] = (0.1206f * T - 2.5771f);
- ksunsky->perez_Y[4] = (-0.0670f * T + 0.3703f);
+ sunsky->config_x[0] = (0.1787f * T - 1.4630f);
+ sunsky->config_x[1] = (-0.3554f * T + 0.4275f);
+ sunsky->config_x[2] = (-0.0227f * T + 5.3251f);
+ sunsky->config_x[3] = (0.1206f * T - 2.5771f);
+ sunsky->config_x[4] = (-0.0670f * T + 0.3703f);
- ksunsky->perez_x[0] = (-0.0193f * T - 0.2592f);
- ksunsky->perez_x[1] = (-0.0665f * T + 0.0008f);
- ksunsky->perez_x[2] = (-0.0004f * T + 0.2125f);
- ksunsky->perez_x[3] = (-0.0641f * T - 0.8989f);
- ksunsky->perez_x[4] = (-0.0033f * T + 0.0452f);
+ sunsky->config_y[0] = (-0.0193f * T - 0.2592f);
+ sunsky->config_y[1] = (-0.0665f * T + 0.0008f);
+ sunsky->config_y[2] = (-0.0004f * T + 0.2125f);
+ sunsky->config_y[3] = (-0.0641f * T - 0.8989f);
+ sunsky->config_y[4] = (-0.0033f * T + 0.0452f);
- ksunsky->perez_y[0] = (-0.0167f * T - 0.2608f);
- ksunsky->perez_y[1] = (-0.0950f * T + 0.0092f);
- ksunsky->perez_y[2] = (-0.0079f * T + 0.2102f);
- ksunsky->perez_y[3] = (-0.0441f * T - 1.6537f);
- ksunsky->perez_y[4] = (-0.0109f * T + 0.0529f);
+ sunsky->config_z[0] = (-0.0167f * T - 0.2608f);
+ sunsky->config_z[1] = (-0.0950f * T + 0.0092f);
+ sunsky->config_z[2] = (-0.0079f * T + 0.2102f);
+ sunsky->config_z[3] = (-0.0441f * T - 1.6537f);
+ sunsky->config_z[4] = (-0.0109f * T + 0.0529f);
- ksunsky->zenith_Y /= sky_perez_function(ksunsky->perez_Y, 0, theta);
- ksunsky->zenith_x /= sky_perez_function(ksunsky->perez_x, 0, theta);
- ksunsky->zenith_y /= sky_perez_function(ksunsky->perez_y, 0, theta);
+ sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta);
+ sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta);
+ sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta);
}
+/* Hosek / Wilkie */
+static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
+{
+ /* Calculate Sun Direction and save coordinates */
+ float2 spherical = sky_spherical_coordinates(dir);
+ float theta = spherical.x;
+ float phi = spherical.y;
+
+ sunsky->theta = theta;
+ sunsky->phi = phi;
+
+ double solarElevation = M_PI_2_F - theta;
+
+ /* Initialize Sky Model */
+ ArHosekSkyModelState *sky_state;
+ sky_state = arhosek_xyz_skymodelstate_alloc_init(turbidity, ground_albedo, solarElevation);
+
+ /* Copy values from sky_state to SunSky */
+ for (int i = 0; i < 9; ++i) {
+ sunsky->config_x[i] = sky_state->configs[0][i];
+ sunsky->config_y[i] = sky_state->configs[1][i];
+ sunsky->config_z[i] = sky_state->configs[2][i];
+ }
+ sunsky->radiance_x = sky_state->radiances[0];
+ sunsky->radiance_y = sky_state->radiances[1];
+ sunsky->radiance_z = sky_state->radiances[2];
+
+ /* Free sky_state */
+ arhosekskymodelstate_free(sky_state);
+}
+
+static ShaderEnum sky_type_init()
+{
+ ShaderEnum enm;
+
+ enm.insert("Preetham", NODE_SKY_OLD);
+ enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
+
+ return enm;
+}
+
+ShaderEnum SkyTextureNode::type_enum = sky_type_init();
+
SkyTextureNode::SkyTextureNode()
: TextureNode("sky_texture")
{
+ type = ustring("Hosek / Wilkie");
+
sun_direction = make_float3(0.0f, 0.0f, 1.0f);
turbidity = 2.2f;
+ ground_albedo = 0.3f;
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
@@ -455,15 +518,17 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
ShaderInput *vector_in = input("Vector");
ShaderOutput *color_out = output("Color");
- if(compiler.sunsky) {
- sky_texture_precompute(compiler.sunsky, sun_direction, turbidity);
- compiler.sunsky = NULL;
- }
+ SunSky sunsky;
+ if(type_enum[type] == NODE_SKY_OLD)
+ sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
+ else if(type_enum[type] == NODE_SKY_NEW)
+ sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
if(vector_in->link)
compiler.stack_assign(vector_in);
int vector_offset = vector_in->stack_offset;
+ int sky_model = type_enum[type];
if(!tex_mapping.skip()) {
vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
@@ -471,7 +536,15 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
}
compiler.stack_assign(color_out);
- compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset);
+ compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset, sky_model);
+ compiler.add_node(__float_as_uint(sunsky.phi), __float_as_uint(sunsky.theta), __float_as_uint(sunsky.radiance_x), __float_as_uint(sunsky.radiance_y));
+ compiler.add_node(__float_as_uint(sunsky.radiance_z), __float_as_uint(sunsky.config_x[0]), __float_as_uint(sunsky.config_x[1]), __float_as_uint(sunsky.config_x[2]));
+ compiler.add_node(__float_as_uint(sunsky.config_x[3]), __float_as_uint(sunsky.config_x[4]), __float_as_uint(sunsky.config_x[5]), __float_as_uint(sunsky.config_x[6]));
+ compiler.add_node(__float_as_uint(sunsky.config_x[7]), __float_as_uint(sunsky.config_x[8]), __float_as_uint(sunsky.config_y[0]), __float_as_uint(sunsky.config_y[1]));
+ compiler.add_node(__float_as_uint(sunsky.config_y[2]), __float_as_uint(sunsky.config_y[3]), __float_as_uint(sunsky.config_y[4]), __float_as_uint(sunsky.config_y[5]));
+ compiler.add_node(__float_as_uint(sunsky.config_y[6]), __float_as_uint(sunsky.config_y[7]), __float_as_uint(sunsky.config_y[8]), __float_as_uint(sunsky.config_z[0]));
+ compiler.add_node(__float_as_uint(sunsky.config_z[1]), __float_as_uint(sunsky.config_z[2]), __float_as_uint(sunsky.config_z[3]), __float_as_uint(sunsky.config_z[4]));
+ compiler.add_node(__float_as_uint(sunsky.config_z[5]), __float_as_uint(sunsky.config_z[6]), __float_as_uint(sunsky.config_z[7]), __float_as_uint(sunsky.config_z[8]));
if(vector_offset != vector_in->stack_offset)
compiler.stack_clear_offset(vector_in->type, vector_offset);
@@ -481,8 +554,19 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
{
tex_mapping.compile(compiler);
- compiler.parameter_vector("sun_direction", sun_direction);
- compiler.parameter("turbidity", turbidity);
+ SunSky sunsky;
+ if(type_enum[type] == NODE_SKY_OLD)
+ sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
+ else if(type_enum[type] == NODE_SKY_NEW)
+ sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
+
+ compiler.parameter("sky_model", type);
+ compiler.parameter("theta", sunsky.theta);
+ compiler.parameter("phi", sunsky.phi);
+ compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z));
+ compiler.parameter_array("config_x", sunsky.config_x, 9);
+ compiler.parameter_array("config_y", sunsky.config_y, 9);
+ compiler.parameter_array("config_z", sunsky.config_z, 9);
compiler.add(this, "node_sky_texture");
}