Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 __device float3 xyY_to_xyz(float x, float y, float Y) 00022 { 00023 float X, Z; 00024 00025 if(y != 0.0f) X = (x / y) * Y; 00026 else X = 0.0f; 00027 00028 if(y != 0.0f && Y != 0.0f) Z = (1.0f - x - y) / y * Y; 00029 else Z = 0.0f; 00030 00031 return make_float3(X, Y, Z); 00032 } 00033 00034 __device float3 xyz_to_rgb(float x, float y, float z) 00035 { 00036 return make_float3(3.240479f * x + -1.537150f * y + -0.498535f * z, 00037 -0.969256f * x + 1.875991f * y + 0.041556f * z, 00038 0.055648f * x + -0.204043f * y + 1.057311f * z); 00039 } 00040 00041 /* 00042 * "A Practical Analytic Model for Daylight" 00043 * A. J. Preetham, Peter Shirley, Brian Smits 00044 */ 00045 00046 __device float sky_angle_between(float thetav, float phiv, float theta, float phi) 00047 { 00048 float cospsi = sinf(thetav)*sinf(theta)*cosf(phi - phiv) + cosf(thetav)*cosf(theta); 00049 return safe_acosf(cospsi); 00050 } 00051 00052 __device float sky_perez_function(__constant float *lam, float theta, float gamma) 00053 { 00054 float ctheta = cosf(theta); 00055 float cgamma = cosf(gamma); 00056 00057 return (1.0f + lam[0]*expf(lam[1]/ctheta)) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cgamma*cgamma); 00058 } 00059 00060 __device float3 sky_radiance(KernelGlobals *kg, float3 dir) 00061 { 00062 /* convert vector to spherical coordinates */ 00063 float2 spherical = direction_to_spherical(dir); 00064 float theta = spherical.x; 00065 float phi = spherical.y; 00066 00067 /* angle between sun direction and dir */ 00068 float gamma = sky_angle_between(theta, phi, kernel_data.sunsky.theta, kernel_data.sunsky.phi); 00069 00070 /* clamp theta to horizon */ 00071 theta = min(theta, M_PI_2_F - 0.001f); 00072 00073 /* compute xyY color space values */ 00074 float x = kernel_data.sunsky.zenith_x * sky_perez_function(kernel_data.sunsky.perez_x, theta, gamma); 00075 float y = kernel_data.sunsky.zenith_y * sky_perez_function(kernel_data.sunsky.perez_y, theta, gamma); 00076 float Y = kernel_data.sunsky.zenith_Y * sky_perez_function(kernel_data.sunsky.perez_Y, theta, gamma); 00077 00078 /* convert to RGB */ 00079 float3 xyz = xyY_to_xyz(x, y, Y); 00080 return xyz_to_rgb(xyz.x, xyz.y, xyz.z); 00081 } 00082 00083 __device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack, uint dir_offset, uint out_offset) 00084 { 00085 float3 dir = stack_load_float3(stack, dir_offset); 00086 float3 f = sky_radiance(kg, dir); 00087 00088 stack_store_float3(stack, out_offset, f); 00089 } 00090 00091 CCL_NAMESPACE_END 00092