[Bf-blender-cvs] [b8ca481] master: Revert "Cycles: Remove the Preetham Sky model."

Thomas Dinges noreply at git.blender.org
Tue Apr 5 12:30:27 CEST 2016


Commit: b8ca4819b2e9288cb86988c01b0b6a2a5b39fe8a
Author: Thomas Dinges
Date:   Tue Apr 5 12:25:54 2016 +0200
Branches: master
https://developer.blender.org/rBb8ca4819b2e9288cb86988c01b0b6a2a5b39fe8a

Revert "Cycles: Remove the Preetham Sky model."

This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.

===================================================================

M	intern/cycles/app/cycles_xml.cpp
M	intern/cycles/blender/blender_shader.cpp
M	intern/cycles/kernel/shaders/node_sky_texture.osl
M	intern/cycles/kernel/svm/svm_sky.h
M	intern/cycles/kernel/svm/svm_types.h
M	intern/cycles/render/nodes.cpp
M	intern/cycles/render/nodes.h
M	source/blender/editors/space_node/drawnode.c
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/nodes/shader/nodes/node_shader_tex_sky.c

===================================================================

diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp
index e33fce4..c845f28 100644
--- a/intern/cycles/app/cycles_xml.cpp
+++ b/intern/cycles/app/cycles_xml.cpp
@@ -470,7 +470,8 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
 		}
 		else if(string_iequals(node.name(), "sky_texture")) {
 			SkyTextureNode *sky = new SkyTextureNode();
-
+			
+			xml_read_enum(&sky->type, SkyTextureNode::type_enum, node, "type");
 			xml_read_float3(&sky->sun_direction, node, "sun_direction");
 			xml_read_float(&sky->turbidity, node, "turbidity");
 			xml_read_float(&sky->ground_albedo, node, "ground_albedo");
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index e186a59..4f7ca30 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -833,6 +833,7 @@ static ShaderNode *add_node(Scene *scene,
 	else if(b_node.is_a(&RNA_ShaderNodeTexSky)) {
 		BL::ShaderNodeTexSky b_sky_node(b_node);
 		SkyTextureNode *sky = new SkyTextureNode();
+		sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
 		sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
 		sky->turbidity = b_sky_node.turbidity();
 		sky->ground_albedo = b_sky_node.ground_albedo();
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl
index 9ce9008..05eed23 100644
--- a/intern/cycles/kernel/shaders/node_sky_texture.osl
+++ b/intern/cycles/kernel/shaders/node_sky_texture.osl
@@ -34,6 +34,40 @@ vector sky_spherical_coordinates(vector dir)
 	return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
 }
 
+/* Preetham */
+float sky_perez_function(float lam[9], float theta, float gamma)
+{
+	float ctheta = cos(theta);
+	float cgamma = cos(gamma);
+
+	return (1.0 + lam[0] * exp(lam[1] / ctheta)) * (1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma);
+}
+
+color sky_radiance_old(normal dir,
+                       float sunphi, float suntheta, color radiance,
+                       float config_x[9], float config_y[9], float config_z[9])
+{
+	/* convert vector to spherical coordinates */
+	vector spherical = sky_spherical_coordinates(dir);
+	float theta = spherical[0];
+	float phi = spherical[1];
+
+	/* 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 - 0.001);
+
+	/* compute xyY color space values */
+	float x = radiance[1] * sky_perez_function(config_y, theta, gamma);
+	float y = radiance[2] * sky_perez_function(config_z, theta, gamma);
+	float Y = radiance[0] * sky_perez_function(config_x, theta, gamma);
+
+	/* convert to RGB */
+	color xyz = xyY_to_xyz(x, y, Y);
+	return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
+}
+
 /* Hosek / Wilkie */
 float sky_radiance_internal(float config[9], float theta, float gamma)
 {
@@ -49,9 +83,9 @@ float sky_radiance_internal(float config[9], float theta, float gamma)
 	        (config[2] + config[3] * expM + config[5] * rayM + config[6] * mieM + config[7] * zenith);
 }
 
-color sky_radiance(normal dir,
-                   float sunphi, float suntheta, color radiance,
-                   float config_x[9], float config_y[9], float config_z[9])
+color sky_radiance_new(normal dir,
+                       float sunphi, float suntheta, color radiance,
+                       float config_x[9], float config_y[9], float config_z[9])
 {
 	/* convert vector to spherical coordinates */
 	vector spherical = sky_spherical_coordinates(dir);
@@ -77,6 +111,7 @@ shader node_sky_texture(
 	int use_mapping = 0,
 	matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
 	vector Vector = P,
+	string sky_model = "Hosek / Wilkie",
 	float theta = 0.0,
 	float phi = 0.0,
 	color radiance = color(0.0, 0.0, 0.0),
@@ -89,7 +124,10 @@ shader node_sky_texture(
 
 	if (use_mapping)
 		p = transform(mapping, p);
-
-	Color = sky_radiance(p, phi, theta, radiance, config_x, config_y, config_z);
+	
+	if (sky_model == "Hosek / Wilkie")
+		Color = sky_radiance_new(p, phi, theta, radiance, config_x, config_y, config_z);
+	else
+		Color = sky_radiance_old(p, phi, theta, radiance, config_x, config_y, config_z);
 }
 
diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h
index 28599f5..854e85f 100644
--- a/intern/cycles/kernel/svm/svm_sky.h
+++ b/intern/cycles/kernel/svm/svm_sky.h
@@ -25,6 +25,44 @@ ccl_device float sky_angle_between(float thetav, float phiv, float theta, float
 }
 
 /*
+ * "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_old(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(xyz.x, xyz.y, xyz.z);
+}
+
+/*
  * "An Analytic Model for Full Spectral Sky-Dome Radiance"
  * Lukas Hosek, Alexander Wilkie
  */
@@ -42,10 +80,10 @@ ccl_device float sky_radiance_internal(float *configuration, float theta, float
 		(configuration[2] + configuration[3] * expM + configuration[5] * rayM + configuration[6] * mieM + configuration[7] * zenith);
 }
 
-ccl_device float3 sky_radiance(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)
+ccl_device float3 sky_radiance_new(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);
@@ -76,6 +114,7 @@ ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack
 	/* Load data */
 	uint dir_offset = node.y;
 	uint out_offset = node.z;
+	int sky_model = node.w;
 
 	float4 data = read_node_float(kg, offset);
 	sunphi = data.x;
@@ -129,9 +168,16 @@ ccl_device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack
 	float3 f;
 
 	/* Compute Sky */
-	f = sky_radiance(kg, dir, sunphi, suntheta,
-	                 radiance_x, radiance_y, radiance_z,
-	                 config_x, config_y, config_z);
+	if(sky_model == 0) {
+		f = sky_radiance_old(kg, dir, sunphi, suntheta,
+	                             radiance_x, radiance_y, radiance_z,
+	                             config_x, config_y, config_z);
+	}
+	else {
+		f = sky_radiance_new(kg, dir, sunphi, suntheta,
+	                             radiance_x, radiance_y, radiance_z,
+	                             config_x, config_y, config_z);
+	}
 
 	stack_store_float3(stack, out_offset, f);
 }
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index f9d741f..21b0cb1 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -299,6 +299,11 @@ typedef enum NodeWaveProfiles {
 	NODE_WAVE_PROFILE_SAW,
 } NodeWaveProfile;
 
+typedef enum NodeSkyType {
+	NODE_SKY_OLD,
+	NODE_SKY_NEW
+} NodeSkyType;
+
 typedef enum NodeGradientType {
 	NODE_BLEND_LINEAR,
 	NODE_BLEND_QUADRATIC,
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 3a9e8de..57fb1a7 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -591,8 +591,78 @@ typedef struct SunSky {
 	float config_x[9], config_y[9], config_z[9];
 } SunSky;
 
+/* Preetham model */
+static float sky_perez_function(float lam[6], float theta, float gamma)
+{
+	return (1.0f + lam[0]*expf(lam[1]/cosf(theta))) * (1.0f + lam[2]*expf(lam[3]*gamma)  + lam[4]*cosf(gamma)*cosf(gamma));
+}
+
+static void sky_texture_precompute_old(SunSky *sunsky, float3 dir, float turbidity)
+{
+	/*
+	* We re-use the SunSky struct of the new model, to avoid extra variables
+	* zenith_Y/x/y is now radiance_x/y/z
+	* perez_Y/x/y is now config_x/y/z
+	*/
+	
+	float2 spherical = sky_spherical_coordinates(dir);
+	float theta = spherical.x;
+	float phi = spherical.y;
+
+	sunsky->theta = theta;
+	sunsky->phi = phi;
+
+	float theta2 = theta*theta;
+	float theta3 = theta2*theta;
+	float T = turbidity;
+	float T2 = T * T;
+
+	float chi = (4.0f / 9.0f - T / 120.0f) * (M_PI_F - 2.0f * theta);
+	sunsky->radiance_x = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
+	sunsky->radiance_x *= 0.06f;
+
+	sunsky->radiance_y =
+	(0.00166f * theta3 - 0.00375f * theta2 + 0.00209f * theta) * T2 +
+	(-0.02903f * theta3 + 0.06377f * theta2 - 0.03202f * theta + 0.00394f) * T +
+	(0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * theta + 0.25886f);
+
+	sunsky->radiance_z =
+	(0.00275f * theta3 - 0.00610f * theta2 + 0.00317f * theta) * T2 +
+	(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * theta  + 0.00516f) * T +
+	(0.15346f * theta3 - 0.26756f * theta2 + 0.06670f * theta  + 0.26688f);
+
+	sunsky->config_x[0] = (0.1787f * T  - 1.4630f);
+	sunsky->config_x[1] = (-0

@@ Diff output truncated at 10240 characters. @@




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