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- /*
- * 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 type = "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 (type == "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);
- }
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