Files
test/intern/cycles/kernel/svm/sky.h

346 lines
12 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/image.h"
#include "kernel/svm/util.h"
#include "kernel/util/colorspace.h"
#include "util/color.h"
CCL_NAMESPACE_BEGIN
/* Sky texture */
ccl_device float sky_angle_between(const float thetav,
const float phiv,
const float theta,
const float phi)
{
const float cospsi = sinf(thetav) * sinf(theta) * cosf(phi - phiv) + cosf(thetav) * cosf(theta);
return safe_acosf(cospsi);
}
/*
* "A Practical Analytic Model for Daylight"
* A. J. Preetham, Peter Shirley, Brian Smits
*/
ccl_device float sky_perez_function(const ccl_private float *lam,
const float theta,
const float gamma)
{
const float ctheta = cosf(theta);
const 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);
}
ccl_device float3 sky_radiance_preetham(KernelGlobals kg,
const float3 dir,
const float sunphi,
const float suntheta,
const float radiance_x,
const float radiance_y,
const float radiance_z,
ccl_private float *config_x,
ccl_private float *config_y,
ccl_private float *config_z)
{
/* convert vector to spherical coordinates */
const float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
const float phi = -spherical.y + M_PI_2_F;
/* angle between sun direction and dir */
const float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2_F - 0.001f);
/* compute xyY color space values */
const float x = radiance_y * sky_perez_function(config_y, theta, gamma);
const float y = radiance_z * sky_perez_function(config_z, theta, gamma);
const float Y = radiance_x * sky_perez_function(config_x, theta, gamma);
/* convert to RGB */
const float3 xyz = xyY_to_xyz(x, y, Y);
return xyz_to_rgb_clamped(kg, xyz);
}
/*
* "An Analytic Model for Full Spectral Sky-Dome Radiance"
* Lukas Hosek, Alexander Wilkie
*/
ccl_device float sky_radiance_internal(const ccl_private float *configuration,
const float theta,
const float gamma)
{
const float ctheta = cosf(theta);
const float cgamma = cosf(gamma);
const float expM = expf(configuration[4] * gamma);
const float rayM = cgamma * cgamma;
const float mieM = (1.0f + rayM) / powf((1.0f + configuration[8] * configuration[8] -
2.0f * configuration[8] * cgamma),
1.5f);
const float zenith = sqrtf(ctheta);
return (1.0f + configuration[0] * expf(configuration[1] / (ctheta + 0.01f))) *
(configuration[2] + configuration[3] * expM + configuration[5] * rayM +
configuration[6] * mieM + configuration[7] * zenith);
}
ccl_device float3 sky_radiance_hosek(KernelGlobals kg,
const float3 dir,
const float sunphi,
const float suntheta,
const float radiance_x,
const float radiance_y,
const float radiance_z,
ccl_private float *config_x,
ccl_private float *config_y,
ccl_private float *config_z)
{
/* convert vector to spherical coordinates */
const float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
const float phi = -spherical.y + M_PI_2_F;
/* angle between sun direction and dir */
const float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2_F - 0.001f);
/* compute xyz color space values */
const float x = sky_radiance_internal(config_x, theta, gamma) * radiance_x;
const float y = sky_radiance_internal(config_y, theta, gamma) * radiance_y;
const float z = sky_radiance_internal(config_z, theta, gamma) * radiance_z;
/* convert to RGB and adjust strength */
return xyz_to_rgb_clamped(kg, make_float3(x, y, z)) * (M_2PI_F / 683);
}
/* Nishita improved sky model */
ccl_device float3 geographical_to_direction(const float lat, const float lon)
{
return spherical_to_direction(lat - M_PI_2_F, lon - M_PI_2_F);
}
ccl_device float3 sky_radiance_nishita(KernelGlobals kg,
const float3 dir,
const uint32_t path_flag,
const float3 pixel_bottom,
const float3 pixel_top,
const ccl_private float *nishita_data,
const uint texture_id)
{
/* definitions */
const float sun_elevation = nishita_data[0];
const float sun_rotation = nishita_data[1];
const float angular_diameter = nishita_data[2];
const float sun_intensity = nishita_data[3];
const bool sun_disc = (angular_diameter >= 0.0f);
float3 xyz;
/* convert dir to spherical coordinates */
const float2 direction = direction_to_spherical(dir);
/* render above the horizon */
if (dir.z >= 0.0f) {
/* definitions */
const float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation);
const float sun_dir_angle = precise_angle(dir, sun_dir);
const float half_angular = angular_diameter * 0.5f;
const float dir_elevation = M_PI_2_F - direction.x;
/* If the ray is inside the sun disc, render it, otherwise render the sky.
* Alternatively, ignore the sun if we're evaluating the background texture. */
if (sun_disc && sun_dir_angle < half_angular &&
!((path_flag & PATH_RAY_IMPORTANCE_BAKE) && kernel_data.background.use_sun_guiding))
{
/* get 2 pixels data */
float y;
/* sun interpolation */
if (sun_elevation - half_angular > 0.0f) {
if (sun_elevation + half_angular > 0.0f) {
y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5f;
xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
}
}
else {
if (sun_elevation + half_angular > 0.0f) {
y = dir_elevation / (sun_elevation + half_angular);
xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
}
}
/* limb darkening, coefficient is 0.6f */
const float limb_darkening = (1.0f - 0.6f * (1.0f - sqrtf(1.0f - sqr(sun_dir_angle /
half_angular))));
xyz *= limb_darkening;
}
/* sky */
else {
/* sky interpolation */
const float x = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
/* more pixels toward horizon compensation */
const float y = safe_sqrtf(dir_elevation / M_PI_2_F);
xyz = make_float3(kernel_tex_image_interp(kg, texture_id, x, y));
}
}
/* ground */
else {
if (dir.z < -0.4f) {
xyz = make_float3(0.0f, 0.0f, 0.0f);
}
else {
/* black ground fade */
float fade = 1.0f + dir.z * 2.5f;
fade = sqr(fade) * fade;
/* interpolation */
const float x = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
xyz = make_float3(kernel_tex_image_interp(kg, texture_id, x, -0.5)) * fade;
}
}
/* convert to RGB */
return xyz_to_rgb_clamped(kg, xyz);
}
ccl_device_noinline int svm_node_tex_sky(KernelGlobals kg,
ccl_private ShaderData *sd,
const uint32_t path_flag,
ccl_private float *stack,
const uint4 node,
int offset)
{
/* Load data */
const uint dir_offset = node.y;
const uint out_offset = node.z;
const int sky_model = node.w;
const float3 dir = stack_load_float3(stack, dir_offset);
float3 f;
/* Preetham and Hosek share the same data */
if (sky_model == 0 || sky_model == 1) {
/* Define variables */
float sunphi;
float suntheta;
float radiance_x;
float radiance_y;
float radiance_z;
float config_x[9];
float config_y[9];
float config_z[9];
float4 data = read_node_float(kg, &offset);
sunphi = data.x;
suntheta = data.y;
radiance_x = data.z;
radiance_y = data.w;
data = read_node_float(kg, &offset);
radiance_z = data.x;
config_x[0] = data.y;
config_x[1] = data.z;
config_x[2] = data.w;
data = read_node_float(kg, &offset);
config_x[3] = data.x;
config_x[4] = data.y;
config_x[5] = data.z;
config_x[6] = data.w;
data = read_node_float(kg, &offset);
config_x[7] = data.x;
config_x[8] = data.y;
config_y[0] = data.z;
config_y[1] = data.w;
data = read_node_float(kg, &offset);
config_y[2] = data.x;
config_y[3] = data.y;
config_y[4] = data.z;
config_y[5] = data.w;
data = read_node_float(kg, &offset);
config_y[6] = data.x;
config_y[7] = data.y;
config_y[8] = data.z;
config_z[0] = data.w;
data = read_node_float(kg, &offset);
config_z[1] = data.x;
config_z[2] = data.y;
config_z[3] = data.z;
config_z[4] = data.w;
data = read_node_float(kg, &offset);
config_z[5] = data.x;
config_z[6] = data.y;
config_z[7] = data.z;
config_z[8] = data.w;
/* Compute Sky */
if (sky_model == 0) {
f = sky_radiance_preetham(kg,
dir,
sunphi,
suntheta,
radiance_x,
radiance_y,
radiance_z,
config_x,
config_y,
config_z);
}
else {
f = sky_radiance_hosek(kg,
dir,
sunphi,
suntheta,
radiance_x,
radiance_y,
radiance_z,
config_x,
config_y,
config_z);
}
}
/* Nishita */
else {
/* Define variables */
float nishita_data[4];
float4 data = read_node_float(kg, &offset);
const float3 pixel_bottom = make_float3(data.x, data.y, data.z);
float3 pixel_top;
pixel_top.x = data.w;
data = read_node_float(kg, &offset);
pixel_top.y = data.x;
pixel_top.z = data.y;
nishita_data[0] = data.z;
nishita_data[1] = data.w;
data = read_node_float(kg, &offset);
nishita_data[2] = data.x;
nishita_data[3] = data.y;
const uint texture_id = __float_as_uint(data.z);
/* Compute Sky */
f = sky_radiance_nishita(
kg, dir, path_flag, pixel_bottom, pixel_top, nishita_data, texture_id);
}
stack_store_float3(stack, out_offset, f);
return offset;
}
CCL_NAMESPACE_END