Remove old Preetham and Hosek-Wilkie sky models, which are less accurate. The Nishita improved model has been available for long enough. Pull Request: https://projects.blender.org/blender/blender/pulls/139923
154 lines
5.0 KiB
C
154 lines
5.0 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/image.h"
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#include "kernel/svm/util.h"
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#include "kernel/util/colorspace.h"
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#include "util/color.h"
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CCL_NAMESPACE_BEGIN
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/* Sky texture */
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ccl_device float sky_angle_between(const float thetav,
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const float phiv,
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const float theta,
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const float phi)
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{
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const float cospsi = sinf(thetav) * sinf(theta) * cosf(phi - phiv) + cosf(thetav) * cosf(theta);
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return safe_acosf(cospsi);
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}
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/* Nishita improved sky model */
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ccl_device float3 geographical_to_direction(const float lat, const float lon)
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{
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return spherical_to_direction(lat - M_PI_2_F, lon - M_PI_2_F);
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}
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ccl_device float3 sky_radiance_nishita(KernelGlobals kg,
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const float3 dir,
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const uint32_t path_flag,
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const float3 pixel_bottom,
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const float3 pixel_top,
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const ccl_private float *nishita_data,
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const uint texture_id)
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{
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/* definitions */
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const float sun_elevation = nishita_data[0];
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const float sun_rotation = nishita_data[1];
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const float angular_diameter = nishita_data[2];
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const float sun_intensity = nishita_data[3];
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const bool sun_disc = (angular_diameter >= 0.0f);
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float3 xyz;
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/* convert dir to spherical coordinates */
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const float2 direction = direction_to_spherical(dir);
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/* render above the horizon */
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if (dir.z >= 0.0f) {
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/* definitions */
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const float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation);
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const float sun_dir_angle = precise_angle(dir, sun_dir);
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const float half_angular = angular_diameter * 0.5f;
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const float dir_elevation = M_PI_2_F - direction.x;
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/* If the ray is inside the sun disc, render it, otherwise render the sky.
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* Alternatively, ignore the sun if we're evaluating the background texture. */
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if (sun_disc && sun_dir_angle < half_angular &&
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!((path_flag & PATH_RAY_IMPORTANCE_BAKE) && kernel_data.background.use_sun_guiding))
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{
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/* get 2 pixels data */
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float y;
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/* sun interpolation */
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if (sun_elevation - half_angular > 0.0f) {
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if (sun_elevation + half_angular > 0.0f) {
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y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5f;
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xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
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}
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}
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else {
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if (sun_elevation + half_angular > 0.0f) {
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y = dir_elevation / (sun_elevation + half_angular);
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xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
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}
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}
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/* limb darkening, coefficient is 0.6f */
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const float limb_darkening = (1.0f - 0.6f * (1.0f - sqrtf(1.0f - sqr(sun_dir_angle /
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half_angular))));
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xyz *= limb_darkening;
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}
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/* sky */
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else {
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/* sky interpolation */
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const float x = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
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/* more pixels toward horizon compensation */
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const float y = safe_sqrtf(dir_elevation / M_PI_2_F);
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xyz = make_float3(kernel_tex_image_interp(kg, texture_id, x, y));
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}
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}
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/* ground */
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else {
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if (dir.z < -0.4f) {
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xyz = make_float3(0.0f, 0.0f, 0.0f);
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}
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else {
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/* black ground fade */
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float fade = 1.0f + dir.z * 2.5f;
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fade = sqr(fade) * fade;
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/* interpolation */
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const float x = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
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xyz = make_float3(kernel_tex_image_interp(kg, texture_id, x, -0.5)) * fade;
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}
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}
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/* convert to RGB */
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return xyz_to_rgb_clamped(kg, xyz);
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}
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ccl_device_noinline int svm_node_tex_sky(KernelGlobals kg,
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const uint32_t path_flag,
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ccl_private float *stack,
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const uint4 node,
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int offset)
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{
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/* Load data */
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const uint dir_offset = node.y;
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const uint out_offset = node.z;
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const float3 dir = stack_load_float3(stack, dir_offset);
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float3 f;
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/* Nishita */
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/* Define variables */
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float nishita_data[4];
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float4 data = read_node_float(kg, &offset);
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const float3 pixel_bottom = make_float3(data.x, data.y, data.z);
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float3 pixel_top;
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pixel_top.x = data.w;
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data = read_node_float(kg, &offset);
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pixel_top.y = data.x;
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pixel_top.z = data.y;
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nishita_data[0] = data.z;
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nishita_data[1] = data.w;
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data = read_node_float(kg, &offset);
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nishita_data[2] = data.x;
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nishita_data[3] = data.y;
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const uint texture_id = __float_as_uint(data.z);
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/* Compute Sky */
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f = sky_radiance_nishita(kg, dir, path_flag, pixel_bottom, pixel_top, nishita_data, texture_id);
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stack_store_float3(stack, out_offset, f);
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return offset;
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}
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CCL_NAMESPACE_END
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