
There were to copies of stdosl.h one from stock OSL and one in the cycles tree augmented with cycles specific closures. moved the cycles ones to stdcycles.h and copied the stock stdosl.h and accompanying headers from the OSL shader folder. for further details see D6812. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6812
141 lines
4.7 KiB
Plaintext
141 lines
4.7 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdcycles.h"
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#include "node_color.h"
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float sky_angle_between(float thetav, float phiv, float theta, float phi)
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{
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float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);
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if (cospsi > 1.0)
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return 0.0;
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if (cospsi < -1.0)
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return M_PI;
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return acos(cospsi);
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}
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vector sky_spherical_coordinates(vector dir)
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{
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return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
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}
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/* Preetham */
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float sky_perez_function(float lam[9], float theta, float gamma)
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{
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float ctheta = cos(theta);
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float cgamma = cos(gamma);
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return (1.0 + lam[0] * exp(lam[1] / ctheta)) *
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(1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma);
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}
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color sky_radiance_old(normal dir,
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float sunphi,
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float suntheta,
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color radiance,
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float config_x[9],
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float config_y[9],
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float config_z[9])
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{
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/* convert vector to spherical coordinates */
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vector spherical = sky_spherical_coordinates(dir);
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float theta = spherical[0];
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float phi = spherical[1];
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2 - 0.001);
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/* compute xyY color space values */
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float x = radiance[1] * sky_perez_function(config_y, theta, gamma);
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float y = radiance[2] * sky_perez_function(config_z, theta, gamma);
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float Y = radiance[0] * sky_perez_function(config_x, theta, gamma);
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/* convert to RGB */
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color xyz = xyY_to_xyz(x, y, Y);
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return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
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}
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/* Hosek / Wilkie */
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float sky_radiance_internal(float config[9], float theta, float gamma)
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{
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float ctheta = cos(theta);
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float cgamma = cos(gamma);
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float expM = exp(config[4] * gamma);
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float rayM = cgamma * cgamma;
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float mieM = (1.0 + rayM) / pow((1.0 + config[8] * config[8] - 2.0 * config[8] * cgamma), 1.5);
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float zenith = sqrt(ctheta);
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return (1.0 + config[0] * exp(config[1] / (ctheta + 0.01))) *
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(config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith);
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}
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color sky_radiance_new(normal dir,
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float sunphi,
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float suntheta,
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color radiance,
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float config_x[9],
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float config_y[9],
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float config_z[9])
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{
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/* convert vector to spherical coordinates */
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vector spherical = sky_spherical_coordinates(dir);
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float theta = spherical[0];
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float phi = spherical[1];
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2 - 0.001);
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/* compute xyz color space values */
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float x = sky_radiance_internal(config_x, theta, gamma) * radiance[0];
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float y = sky_radiance_internal(config_y, theta, gamma) * radiance[1];
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float z = sky_radiance_internal(config_z, theta, gamma) * radiance[2];
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/* convert to RGB and adjust strength */
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return xyz_to_rgb(x, y, z) * (M_2PI / 683);
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}
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shader node_sky_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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vector Vector = P,
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string type = "hosek_wilkie",
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float theta = 0.0,
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float phi = 0.0,
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color radiance = color(0.0, 0.0, 0.0),
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float config_x[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
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float config_y[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
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float config_z[9] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0},
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output color Color = color(0.0, 0.0, 0.0))
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{
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vector p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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if (type == "hosek_wilkie")
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Color = sky_radiance_new(p, phi, theta, radiance, config_x, config_y, config_z);
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else
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Color = sky_radiance_old(p, phi, theta, radiance, config_x, config_y, config_z);
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}
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