/* * 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. */ #include "stdosl.h" struct KernelSunSky { /* sun direction in spherical and cartesian */ float theta, phi; vector dir; /* perez function parameters */ float zenith_Y, zenith_x, zenith_y; float perez_Y[5], perez_x[5], perez_y[5]; }; color xyY_to_xyz(float x, float y, float Y) { float X, Z; if (y != 0.0) X = (x / y) * Y; else X = 0.0; if (y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y; else Z = 0.0; return color(X, Y, Z); } color xyz_to_rgb(float x, float y, float z) { return color(3.240479 * x + -1.537150 * y + -0.498535 * z, -0.969256 * x + 1.875991 * y + 0.041556 * z, 0.055648 * x + -0.204043 * y + 1.057311 * z); } 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); } float sky_perez_function(float lam[5], 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_xyz_radiance(KernelSunSky sunsky, vector dir) { /* 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, sunsky.theta, sunsky.phi); /* clamp theta to horizon */ theta = min(theta, M_PI_2 - 0.001); /* compute xyY color space values */ float x = sunsky.zenith_x * sky_perez_function(sunsky.perez_x, theta, gamma); float y = sunsky.zenith_y * sky_perez_function(sunsky.perez_y, theta, gamma); float Y = sunsky.zenith_Y * sky_perez_function(sunsky.perez_Y, theta, gamma); /* convert to RGB */ color xyz = xyY_to_xyz(x, y, Y); return xyz_to_rgb(xyz[0], xyz[1], xyz[2]); } void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky) { vector spherical = sky_spherical_coordinates(dir); float theta = spherical[0]; float phi = spherical[1]; sunsky.theta = theta; sunsky.phi = phi; sunsky.dir = dir; float theta2 = theta * theta; float theta3 = theta * theta * theta; float T = turbidity; float T2 = T * T; float chi = (4.0 / 9.0 - T / 120.0) * (M_PI - 2.0 * theta); sunsky.zenith_Y = (4.0453 * T - 4.9710) * tan(chi) - 0.2155 * T + 2.4192; sunsky.zenith_Y *= 0.06; sunsky.zenith_x = ( 0.00166 * theta3 - 0.00375 * theta2 + 0.00209 * theta) * T2 + (-0.02903 * theta3 + 0.06377 * theta2 - 0.03202 * theta + 0.00394) * T + ( 0.11693 * theta3 - 0.21196 * theta2 + 0.06052 * theta + 0.25886); sunsky.zenith_y = ( 0.00275 * theta3 - 0.00610 * theta2 + 0.00317 * theta) * T2 + (-0.04214 * theta3 + 0.08970 * theta2 - 0.04153 * theta + 0.00516) * T + ( 0.15346 * theta3 - 0.26756 * theta2 + 0.06670 * theta + 0.26688); sunsky.perez_Y[0] = ( 0.1787 * T - 1.4630); sunsky.perez_Y[1] = (-0.3554 * T + 0.4275); sunsky.perez_Y[2] = (-0.0227 * T + 5.3251); sunsky.perez_Y[3] = ( 0.1206 * T - 2.5771); sunsky.perez_Y[4] = (-0.0670 * T + 0.3703); sunsky.perez_x[0] = (-0.0193 * T - 0.2592); sunsky.perez_x[1] = (-0.0665 * T + 0.0008); sunsky.perez_x[2] = (-0.0004 * T + 0.2125); sunsky.perez_x[3] = (-0.0641 * T - 0.8989); sunsky.perez_x[4] = (-0.0033 * T + 0.0452); sunsky.perez_y[0] = (-0.0167 * T - 0.2608); sunsky.perez_y[1] = (-0.0950 * T + 0.0092); sunsky.perez_y[2] = (-0.0079 * T + 0.2102); sunsky.perez_y[3] = (-0.0441 * T - 1.6537); sunsky.perez_y[4] = (-0.0109 * T + 0.0529); sunsky.zenith_Y /= sky_perez_function(sunsky.perez_Y, 0, theta); sunsky.zenith_x /= sky_perez_function(sunsky.perez_x, 0, theta); sunsky.zenith_y /= sky_perez_function(sunsky.perez_y, 0, theta); } shader node_sky_texture( vector Vector = P, vector sun_direction = vector(0, 0, 1), float turbidity = 2.2, output color Color = color(0.0, 0.0, 0.0)) { KernelSunSky sunsky; precompute_sunsky(sun_direction, turbidity, sunsky); Color = sky_xyz_radiance(sunsky, Vector); }