/* * 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(__constant float *lam, 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