Files
test2/intern/cycles/kernel/svm/sky.h
Lukas Stockner 11ae08157e Revert Cycles SVM state cleanup due to Mac ARM test timeout
Not sure what is happening here, needs to be checked by someone on Mac.
Let's revert for now, it's not like this is a critical change.

Pull Request: https://projects.blender.org/blender/blender/pulls/110443
2024-10-08 00:33:56 +02:00

325 lines
11 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
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(ccl_private 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,
ccl_private float *config_x,
ccl_private float *config_y,
ccl_private float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = -spherical.y + M_PI_2_F;
/* 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_clamped(kg, xyz);
}
/*
* "An Analytic Model for Full Spectral Sky-Dome Radiance"
* Lukas Hosek, Alexander Wilkie
*/
ccl_device float sky_radiance_internal(ccl_private 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,
ccl_private float *config_x,
ccl_private float *config_y,
ccl_private float *config_z)
{
/* convert vector to spherical coordinates */
float2 spherical = direction_to_spherical(dir);
float theta = spherical.x;
float phi = -spherical.y + M_PI_2_F;
/* 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_clamped(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 spherical_to_direction(lat - M_PI_2_F, lon - M_PI_2_F);
}
ccl_device float3 sky_radiance_nishita(KernelGlobals kg,
float3 dir,
uint32_t path_flag,
float3 pixel_bottom,
float3 pixel_top,
ccl_private float *nishita_data,
uint texture_id)
{
/* definitions */
float sun_elevation = nishita_data[0];
float sun_rotation = nishita_data[1];
float angular_diameter = nishita_data[2];
float sun_intensity = nishita_data[3];
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);
float sun_dir_angle = precise_angle(dir, sun_dir);
float half_angular = angular_diameter * 0.5f;
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 */
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 = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
/* more pixels toward horizon compensation */
float y = safe_sqrtf(dir_elevation / M_PI_2_F);
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 = fractf((-direction.y - M_PI_2_F + sun_rotation) / M_2PI_F);
xyz = float4_to_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,
uint32_t path_flag,
ccl_private 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[4];
float4 data = read_node_float(kg, &offset);
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;
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