/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdosl.h" #include "node_color.h" 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); } /* Preetham */ float sky_perez_function(float lam[9], 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_radiance_old(normal dir, 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]; /* 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); /* 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]); } /* 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); } color sky_radiance_new(normal dir, 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]; /* 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); /* 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); } 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 sky_model = "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 (sky_model == "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); }