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test/intern/cycles/kernel/svm/svm_sky.h
Brecht Van Lommel 2b896fc481 Fix T79052: Cycles new sky texture fails with sun size zero
Clamp to a minimum angle to avoid precision issues.
2020-08-17 17:57:29 +02:00

333 lines
10 KiB
C

/*
* 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.
*/
CCL_NAMESPACE_BEGIN
/* Sky texture */
ccl_device float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
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(float *lam, float theta, float gamma)
{
float ctheta = cosf(theta);
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,
float3 dir,
float sunphi,
float suntheta,
float radiance_x,
float radiance_y,
float radiance_z,
float *config_x,
float *config_y,
float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = spherical.y;
/* 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_F - 0.001f);
/* compute xyY color space values */
float x = radiance_y * sky_perez_function(config_y, theta, gamma);
float y = radiance_z * sky_perez_function(config_z, theta, gamma);
float Y = radiance_x * sky_perez_function(config_x, theta, gamma);
/* convert to RGB */
float3 xyz = xyY_to_xyz(x, y, Y);
return xyz_to_rgb(kg, xyz);
}
/*
* "An Analytic Model for Full Spectral Sky-Dome Radiance"
* Lukas Hosek, Alexander Wilkie
*/
ccl_device float sky_radiance_internal(float *configuration, float theta, float gamma)
{
float ctheta = cosf(theta);
float cgamma = cosf(gamma);
float expM = expf(configuration[4] * gamma);
float rayM = cgamma * cgamma;
float mieM = (1.0f + rayM) / powf((1.0f + configuration[8] * configuration[8] -
2.0f * configuration[8] * cgamma),
1.5f);
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,
float3 dir,
float sunphi,
float suntheta,
float radiance_x,
float radiance_y,
float radiance_z,
float *config_x,
float *config_y,
float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = spherical.y;
/* 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_F - 0.001f);
/* compute xyz color space values */
float x = sky_radiance_internal(config_x, theta, gamma) * radiance_x;
float y = sky_radiance_internal(config_y, theta, gamma) * radiance_y;
float z = sky_radiance_internal(config_z, theta, gamma) * radiance_z;
/* convert to RGB and adjust strength */
return xyz_to_rgb(kg, make_float3(x, y, z)) * (M_2PI_F / 683);
}
/* Nishita improved sky model */
ccl_device float3 geographical_to_direction(float lat, float lon)
{
return make_float3(cos(lat) * cos(lon), cos(lat) * sin(lon), sin(lat));
}
ccl_device float3 sky_radiance_nishita(KernelGlobals *kg,
float3 dir,
float *nishita_data,
uint texture_id)
{
/* definitions */
float sun_elevation = nishita_data[6];
float sun_rotation = nishita_data[7];
float angular_diameter = nishita_data[8];
float sun_intensity = nishita_data[9];
bool sun_disc = (angular_diameter >= 0.0f);
float3 xyz;
/* convert dir to spherical coordinates */
float2 direction = direction_to_spherical(dir);
/* render above the horizon */
if (dir.z >= 0.0f) {
/* definitions */
float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2_F);
float sun_dir_angle = precise_angle(dir, sun_dir);
float half_angular = angular_diameter / 2.0f;
float dir_elevation = M_PI_2_F - direction.x;
/* if ray inside sun disc render it, otherwise render sky */
if (sun_disc && sun_dir_angle < half_angular) {
/* get 2 pixels data */
float3 pixel_bottom = make_float3(nishita_data[0], nishita_data[1], nishita_data[2]);
float3 pixel_top = make_float3(nishita_data[3], nishita_data[4], nishita_data[5]);
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 */
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 */
float x = (direction.y + M_PI_F + sun_rotation) / M_2PI_F;
/* more pixels toward horizon compensation */
float y = safe_sqrtf(dir_elevation / M_PI_2_F);
if (x > 1.0f) {
x -= 1.0f;
}
xyz = float4_to_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 */
float x = (direction.y + M_PI_F + sun_rotation) / M_2PI_F;
if (x > 1.0f) {
x -= 1.0f;
}
xyz = float4_to_float3(kernel_tex_image_interp(kg, texture_id, x, -0.5)) * fade;
}
}
/* convert to RGB */
return xyz_to_rgb(kg, xyz);
}
ccl_device void svm_node_tex_sky(
KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
/* Load data */
uint dir_offset = node.y;
uint out_offset = node.z;
int sky_model = node.w;
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, suntheta, radiance_x, radiance_y, radiance_z;
float config_x[9], config_y[9], 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[10];
float4 data = read_node_float(kg, offset);
nishita_data[0] = data.x;
nishita_data[1] = data.y;
nishita_data[2] = data.z;
nishita_data[3] = data.w;
data = read_node_float(kg, offset);
nishita_data[4] = data.x;
nishita_data[5] = data.y;
nishita_data[6] = data.z;
nishita_data[7] = data.w;
data = read_node_float(kg, offset);
nishita_data[8] = data.x;
nishita_data[9] = data.y;
uint texture_id = __float_as_uint(data.z);
/* Compute Sky */
f = sky_radiance_nishita(kg, dir, nishita_data, texture_id);
}
stack_store_float3(stack, out_offset, f);
}
CCL_NAMESPACE_END