Revert "Cycles: Remove the Preetham Sky model."
This reverts commit d91316dc67
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This commit is contained in:
@@ -591,8 +591,78 @@ typedef struct SunSky {
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float config_x[9], config_y[9], config_z[9];
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} SunSky;
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/* Preetham model */
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static float sky_perez_function(float lam[6], float theta, float gamma)
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{
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return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cosf(gamma)*cosf(gamma));
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}
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static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
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{
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/*
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* We re-use the SunSky struct of the new model, to avoid extra variables
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* zenith_Y/x/y is now radiance_x/y/z
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* perez_Y/x/y is now config_x/y/z
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*/
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float2 spherical = sky_spherical_coordinates(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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sunsky->theta = theta;
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sunsky->phi = phi;
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float theta2 = theta*theta;
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float theta3 = theta2*theta;
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float T = turbidity;
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float T2 = T * T;
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float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
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sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
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sunsky->radiance_x *= 0.06f;
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sunsky->radiance_y =
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(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
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(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
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(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
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sunsky->radiance_z =
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(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
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(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta + 0.00516f) * T +
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(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta + 0.26688f);
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sunsky->config_x[0] = (0.1787f * T - 1.4630f);
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sunsky->config_x[1] = (-0.3554f * T + 0.4275f);
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sunsky->config_x[2] = (-0.0227f * T + 5.3251f);
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sunsky->config_x[3] = (0.1206f * T - 2.5771f);
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sunsky->config_x[4] = (-0.0670f * T + 0.3703f);
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sunsky->config_y[0] = (-0.0193f * T - 0.2592f);
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sunsky->config_y[1] = (-0.0665f * T + 0.0008f);
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sunsky->config_y[2] = (-0.0004f * T + 0.2125f);
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sunsky->config_y[3] = (-0.0641f * T - 0.8989f);
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sunsky->config_y[4] = (-0.0033f * T + 0.0452f);
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sunsky->config_z[0] = (-0.0167f * T - 0.2608f);
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sunsky->config_z[1] = (-0.0950f * T + 0.0092f);
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sunsky->config_z[2] = (-0.0079f * T + 0.2102f);
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sunsky->config_z[3] = (-0.0441f * T - 1.6537f);
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sunsky->config_z[4] = (-0.0109f * T + 0.0529f);
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/* unused for old sky model */
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for(int i = 5; i < 9; i++) {
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sunsky->config_x[i] = 0.0f;
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sunsky->config_y[i] = 0.0f;
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sunsky->config_z[i] = 0.0f;
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}
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sunsky->radiance_x /= sky_perez_function(sunsky->config_x, 0, theta);
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sunsky->radiance_y /= sky_perez_function(sunsky->config_y, 0, theta);
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sunsky->radiance_z /= sky_perez_function(sunsky->config_z, 0, theta);
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}
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/* Hosek / Wilkie */
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static void sky_texture_precompute(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
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static void sky_texture_precompute_new(SunSky *sunsky, float3 dir, float turbidity, float ground_albedo)
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{
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/* Calculate Sun Direction and save coordinates */
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float2 spherical = sky_spherical_coordinates(dir);
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@@ -628,9 +698,23 @@ static void sky_texture_precompute(SunSky *sunsky, float3 dir, float turbidity,
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arhosekskymodelstate_free(sky_state);
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}
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static ShaderEnum sky_type_init()
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{
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ShaderEnum enm;
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enm.insert("Preetham", NODE_SKY_OLD);
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enm.insert("Hosek / Wilkie", NODE_SKY_NEW);
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return enm;
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}
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ShaderEnum SkyTextureNode::type_enum = sky_type_init();
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SkyTextureNode::SkyTextureNode()
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: TextureNode("sky_texture")
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{
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type = ustring("Hosek / Wilkie");
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sun_direction = make_float3(0.0f, 0.0f, 1.0f);
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turbidity = 2.2f;
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ground_albedo = 0.3f;
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@@ -645,12 +729,18 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
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ShaderOutput *color_out = output("Color");
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SunSky sunsky;
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sky_texture_precompute(&sunsky, sun_direction, turbidity, ground_albedo);
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if(type_enum[type] == NODE_SKY_OLD)
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sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
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else if(type_enum[type] == NODE_SKY_NEW)
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sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
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else
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assert(false);
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if(vector_in->link)
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compiler.stack_assign(vector_in);
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int vector_offset = vector_in->stack_offset;
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int sky_model = type_enum[type];
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if(!tex_mapping.skip()) {
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vector_offset = compiler.stack_find_offset(SHADER_SOCKET_VECTOR);
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@@ -658,7 +748,7 @@ void SkyTextureNode::compile(SVMCompiler& compiler)
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}
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compiler.stack_assign(color_out);
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compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset);
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compiler.add_node(NODE_TEX_SKY, vector_offset, color_out->stack_offset, sky_model);
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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));
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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]));
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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]));
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@@ -677,8 +767,15 @@ void SkyTextureNode::compile(OSLCompiler& compiler)
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tex_mapping.compile(compiler);
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SunSky sunsky;
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sky_texture_precompute(&sunsky, sun_direction, turbidity, ground_albedo);
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if(type_enum[type] == NODE_SKY_OLD)
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sky_texture_precompute_old(&sunsky, sun_direction, turbidity);
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else if(type_enum[type] == NODE_SKY_NEW)
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sky_texture_precompute_new(&sunsky, sun_direction, turbidity, ground_albedo);
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else
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assert(false);
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compiler.parameter("sky_model", type);
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compiler.parameter("theta", sunsky.theta);
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compiler.parameter("phi", sunsky.phi);
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compiler.parameter_color("radiance", make_float3(sunsky.radiance_x, sunsky.radiance_y, sunsky.radiance_z));
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@@ -184,12 +184,16 @@ public:
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float turbidity;
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float ground_albedo;
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ustring type;
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static ShaderEnum type_enum;
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virtual bool equals(const ShaderNode *other) {
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const SkyTextureNode *sky_node = (const SkyTextureNode*)other;
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return TextureNode::equals(other) &&
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sun_direction == sky_node->sun_direction &&
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turbidity == sky_node->turbidity &&
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ground_albedo == sky_node->ground_albedo;
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ground_albedo == sky_node->ground_albedo &&
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type == sky_node->type;
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}
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};
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