also initialize bmesh-bevel settings struct to zero to avoid possible uninitialized memory later.
509 lines
16 KiB
C
509 lines
16 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/source/sunsky.c
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* \ingroup render
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*
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* This feature comes from Preetham paper on "A Practical Analytic Model for Daylight"
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* and example code from Brian Smits, another author of that paper in
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* http://www.cs.utah.edu/vissim/papers/sunsky/code/
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*/
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#include "sunsky.h"
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#include "BLI_math.h"
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#include "BKE_global.h"
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/**
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* These macros are defined for vector operations
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* */
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/**
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* compute v1 = v2 op v3
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* v1, v2 and v3 are vectors contains 3 float
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* */
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#define VEC3OPV(v1, v2, op, v3) \
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{ \
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v1[0] = (v2[0] op v3[0]); \
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v1[1] = (v2[1] op v3[1]); \
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v1[2] = (v2[2] op v3[2]); \
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} (void)0
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/**
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* compute v1 = v2 op f1
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* v1, v2 are vectors contains 3 float
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* and f1 is a float
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* */
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#define VEC3OPF(v1, v2, op, f1) \
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{ \
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v1[0] = (v2[0] op(f1)); \
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v1[1] = (v2[1] op(f1)); \
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v1[2] = (v2[2] op(f1)); \
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} (void)0
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/**
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* compute v1 = f1 op v2
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* v1, v2 are vectors contains 3 float
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* and f1 is a float
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* */
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#define FOPVEC3(v1, f1, op, v2) \
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{ \
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v1[0] = ((f1) op v2[0]); \
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v1[1] = ((f1) op v2[1]); \
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v1[2] = ((f1) op v2[2]); \
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} (void)0
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/**
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* ClipColor:
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* clip a color to range [0, 1];
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* */
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void ClipColor(float c[3])
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{
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if (c[0] > 1.0f) c[0] = 1.0f;
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if (c[0] < 0.0f) c[0] = 0.0f;
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if (c[1] > 1.0f) c[1] = 1.0f;
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if (c[1] < 0.0f) c[1] = 0.0f;
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if (c[2] > 1.0f) c[2] = 1.0f;
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if (c[2] < 0.0f) c[2] = 0.0f;
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}
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/**
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* AngleBetween:
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* compute angle between to direction
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* all angles are in radians
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* */
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static float AngleBetween(float thetav, float phiv, float theta, float phi)
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{
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float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);
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if (cospsi > 1.0f)
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return 0;
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if (cospsi < -1.0f)
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return M_PI;
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return acos(cospsi);
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}
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/**
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* DirectionToThetaPhi:
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* this function convert a direction to it's theta and phi value
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* parameters:
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* toSun: contains direction information
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* theta, phi, are return values from this conversion
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* */
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static void DirectionToThetaPhi(float *toSun, float *theta, float *phi)
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{
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*theta = acos(toSun[2]);
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if (fabs(*theta) < 1e-5)
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*phi = 0;
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else
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*phi = atan2(toSun[1], toSun[0]);
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}
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/**
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* PerezFunction:
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* compute perez function value based on input parameters
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*/
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static float PerezFunction(struct SunSky *sunsky, const float *lam, float theta, float gamma, float lvz)
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{
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float den, num;
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den = ((1 + lam[0] * expf(lam[1])) *
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(1 + lam[2] * expf(lam[3] * sunsky->theta) + lam[4] * cosf(sunsky->theta) * cosf(sunsky->theta)));
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num = ((1 + lam[0] * expf(lam[1] / cosf(theta))) *
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(1 + lam[2] * expf(lam[3] * gamma) + lam[4] * cosf(gamma) * cosf(gamma)));
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return(lvz * num / den);
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}
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/**
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* InitSunSky:
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* this function compute some sun,sky parameters according to input parameters and also initiate some other sun, sky parameters
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* parameters:
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* sunSky, is a structure that contains information about sun, sky and atmosphere, in this function, most of its values initiated
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* turb, is atmosphere turbidity
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* toSun, contains sun direction
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* horizon_brighness, controls the brightness of the horizon colors
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* spread, controls colors spreed at horizon
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* sun_brightness, controls sun's brightness
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* sun_size, controls sun's size
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* back_scatter, controls back scatter light
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* */
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void InitSunSky(struct SunSky *sunsky, float turb, const float toSun[3], float horizon_brightness,
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float spread, float sun_brightness, float sun_size, float back_scatter,
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float skyblendfac, short skyblendtype, float sky_exposure, float sky_colorspace)
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{
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float theta2;
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float theta3;
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float T;
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float T2;
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float chi;
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sunsky->turbidity = turb;
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sunsky->horizon_brightness = horizon_brightness;
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sunsky->spread = spread;
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sunsky->sun_brightness = sun_brightness;
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sunsky->sun_size = sun_size;
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sunsky->backscattered_light = back_scatter;
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sunsky->skyblendfac = skyblendfac;
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sunsky->skyblendtype = skyblendtype;
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sunsky->sky_exposure = -sky_exposure;
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sunsky->sky_colorspace = sky_colorspace;
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sunsky->toSun[0] = toSun[0];
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sunsky->toSun[1] = toSun[1];
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sunsky->toSun[2] = toSun[2];
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DirectionToThetaPhi(sunsky->toSun, &sunsky->theta, &sunsky->phi);
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sunsky->sunSolidAngle = 0.25 * M_PI * 1.39 * 1.39 / (150 * 150); /* = 6.7443e-05 */
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theta2 = sunsky->theta * sunsky->theta;
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theta3 = theta2 * sunsky->theta;
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T = turb;
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T2 = turb * turb;
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chi = (4.0f / 9.0f - T / 120.0f) * ((float)M_PI - 2.0f * sunsky->theta);
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sunsky->zenith_Y = (4.0453f * T - 4.9710f) * tanf(chi) - 0.2155f * T + 2.4192f;
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sunsky->zenith_Y *= 1000; /* conversion from kcd/m^2 to cd/m^2 */
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if (sunsky->zenith_Y <= 0)
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sunsky->zenith_Y = 1e-6;
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sunsky->zenith_x =
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(+0.00165f * theta3 - 0.00374f * theta2 + 0.00208f * sunsky->theta + 0.0f) * T2 +
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(-0.02902f * theta3 + 0.06377f * theta2 - 0.03202f * sunsky->theta + 0.00394f) * T +
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(+0.11693f * theta3 - 0.21196f * theta2 + 0.06052f * sunsky->theta + 0.25885f);
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sunsky->zenith_y =
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(+0.00275f * theta3 - 0.00610f * theta2 + 0.00316f * sunsky->theta + 0.0f) * T2 +
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(-0.04214f * theta3 + 0.08970f * theta2 - 0.04153f * sunsky->theta + 0.00515f) * T +
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(+0.15346f * theta3 - 0.26756f * theta2 + 0.06669f * sunsky->theta + 0.26688f);
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sunsky->perez_Y[0] = 0.17872f * T - 1.46303f;
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sunsky->perez_Y[1] = -0.35540f * T + 0.42749f;
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sunsky->perez_Y[2] = -0.02266f * T + 5.32505f;
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sunsky->perez_Y[3] = 0.12064f * T - 2.57705f;
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sunsky->perez_Y[4] = -0.06696f * T + 0.37027f;
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sunsky->perez_x[0] = -0.01925f * T - 0.25922f;
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sunsky->perez_x[1] = -0.06651f * T + 0.00081f;
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sunsky->perez_x[2] = -0.00041f * T + 0.21247f;
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sunsky->perez_x[3] = -0.06409f * T - 0.89887f;
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sunsky->perez_x[4] = -0.00325f * T + 0.04517f;
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sunsky->perez_y[0] = -0.01669f * T - 0.26078f;
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sunsky->perez_y[1] = -0.09495f * T + 0.00921f;
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sunsky->perez_y[2] = -0.00792f * T + 0.21023f;
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sunsky->perez_y[3] = -0.04405f * T - 1.65369f;
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sunsky->perez_y[4] = -0.01092f * T + 0.05291f;
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/* suggested by glome in patch [#8063] */
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sunsky->perez_Y[0] *= sunsky->horizon_brightness;
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sunsky->perez_x[0] *= sunsky->horizon_brightness;
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sunsky->perez_y[0] *= sunsky->horizon_brightness;
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sunsky->perez_Y[1] *= sunsky->spread;
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sunsky->perez_x[1] *= sunsky->spread;
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sunsky->perez_y[1] *= sunsky->spread;
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sunsky->perez_Y[2] *= sunsky->sun_brightness;
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sunsky->perez_x[2] *= sunsky->sun_brightness;
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sunsky->perez_y[2] *= sunsky->sun_brightness;
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sunsky->perez_Y[3] *= sunsky->sun_size;
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sunsky->perez_x[3] *= sunsky->sun_size;
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sunsky->perez_y[3] *= sunsky->sun_size;
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sunsky->perez_Y[4] *= sunsky->backscattered_light;
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sunsky->perez_x[4] *= sunsky->backscattered_light;
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sunsky->perez_y[4] *= sunsky->backscattered_light;
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}
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/**
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* GetSkyXYZRadiance:
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* this function compute sky radiance according to a view parameters `theta' and `phi'and sunSky values
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* parameters:
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* sunSky, sontains sun and sky parameters
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* theta, is sun's theta
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* phi, is sun's phi
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* color_out, is computed color that shows sky radiance in XYZ color format
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* */
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void GetSkyXYZRadiance(struct SunSky *sunsky, float theta, float phi, float color_out[3])
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{
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float gamma;
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float x, y, Y, X, Z;
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float hfade = 1, nfade = 1;
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if (theta > (0.5f * (float)M_PI)) {
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hfade = 1.0f - (theta * (float)M_1_PI - 0.5f) * 2.0f;
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hfade = hfade * hfade * (3.0f - 2.0f * hfade);
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theta = 0.5 * M_PI;
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}
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if (sunsky->theta > (0.5f * (float)M_PI)) {
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if (theta <= 0.5f * (float)M_PI) {
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nfade = 1.0f - (0.5f - theta * (float)M_1_PI) * 2.0f;
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nfade *= 1.0f - (sunsky->theta * (float)M_1_PI - 0.5f) * 2.0f;
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nfade = nfade * nfade * (3.0f - 2.0f * nfade);
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}
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}
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gamma = AngleBetween(theta, phi, sunsky->theta, sunsky->phi);
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/* Compute xyY values */
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x = PerezFunction(sunsky, sunsky->perez_x, theta, gamma, sunsky->zenith_x);
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y = PerezFunction(sunsky, sunsky->perez_y, theta, gamma, sunsky->zenith_y);
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Y = 6.666666667e-5f * nfade * hfade * PerezFunction(sunsky, sunsky->perez_Y, theta, gamma, sunsky->zenith_Y);
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if (sunsky->sky_exposure != 0.0f)
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Y = 1.0 - exp(Y * sunsky->sky_exposure);
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X = (x / y) * Y;
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Z = ((1 - x - y) / y) * Y;
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color_out[0] = X;
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color_out[1] = Y;
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color_out[2] = Z;
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}
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/**
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* GetSkyXYZRadiancef:
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* this function compute sky radiance according to a view direction `varg' and sunSky values
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* parameters:
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* sunSky, sontains sun and sky parameters
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* varg, shows direction
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* color_out, is computed color that shows sky radiance in XYZ color format
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* */
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void GetSkyXYZRadiancef(struct SunSky *sunsky, const float varg[3], float color_out[3])
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{
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float theta, phi;
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float v[3];
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copy_v3_v3(v, (float *)varg);
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normalize_v3(v);
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if (v[2] < 0.001f) {
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v[2] = 0.001f;
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normalize_v3(v);
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}
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DirectionToThetaPhi(v, &theta, &phi);
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GetSkyXYZRadiance(sunsky, theta, phi, color_out);
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}
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/**
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* ComputeAttenuatedSunlight:
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* this function compute attenuated sun light based on sun's theta and atmosphere turbidity
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* parameters:
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* theta, is sun's theta
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* turbidity: is atmosphere turbidity
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* fTau: contains computed attenuated sun light
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* */
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static void ComputeAttenuatedSunlight(float theta, int turbidity, float fTau[3])
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{
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float fBeta;
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float fTauR, fTauA;
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float m;
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float fAlpha;
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int i;
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float fLambda[3];
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fLambda[0] = 0.65f;
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fLambda[1] = 0.57f;
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fLambda[2] = 0.475f;
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fAlpha = 1.3f;
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fBeta = 0.04608365822050f * turbidity - 0.04586025928522f;
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m = 1.0f / (cosf(theta) + 0.15f * powf(93.885f - theta / (float)M_PI * 180.0f, -1.253f));
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for (i = 0; i < 3; i++) {
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/* Rayleigh Scattering */
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fTauR = expf(-m * 0.008735f * powf(fLambda[i], (float)(-4.08f)));
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/* Aerosal (water + dust) attenuation */
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fTauA = exp(-m * fBeta * powf(fLambda[i], -fAlpha));
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fTau[i] = fTauR * fTauA;
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}
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}
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/**
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* InitAtmosphere:
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* this function initiate sunSky structure with user input parameters.
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* parameters:
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* sunSky, contains information about sun, and in this function some atmosphere parameters will initiated
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* sun_intens, shows sun intensity value
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* mief, Mie scattering factor this factor currently call with 1.0
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* rayf, Rayleigh scattering factor, this factor currently call with 1.0
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* inscattf, inscatter light factor that range from 0.0 to 1.0, 0.0 means no inscatter light and 1.0 means full inscatter light
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* extincf, extinction light factor that range from 0.0 to 1.0, 0.0 means no extinction and 1.0 means full extinction
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* disf, is distance factor, multiplied to pixle's z value to compute each pixle's distance to camera,
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* */
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void InitAtmosphere(struct SunSky *sunSky, float sun_intens, float mief, float rayf,
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float inscattf, float extincf, float disf)
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{
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const float pi = M_PI;
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const float n = 1.003f; /* refractive index */
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const float N = 2.545e25;
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const float pn = 0.035f;
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const float T = 2.0f;
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float fTemp, fTemp2, fTemp3, fBeta, fBetaDash;
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float c = (6.544f * T - 6.51f) * 1e-17f;
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float K[3] = {0.685f, 0.679f, 0.670f};
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float vBetaMieTemp[3];
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float fLambda[3], fLambda2[3], fLambda4[3];
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float vLambda2[3];
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float vLambda4[3];
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int i;
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sunSky->atm_SunIntensity = sun_intens;
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sunSky->atm_BetaMieMultiplier = mief;
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sunSky->atm_BetaRayMultiplier = rayf;
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sunSky->atm_InscatteringMultiplier = inscattf;
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sunSky->atm_ExtinctionMultiplier = extincf;
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sunSky->atm_DistanceMultiplier = disf;
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sunSky->atm_HGg = 0.8;
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fLambda[0] = 1 / 650e-9f;
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fLambda[1] = 1 / 570e-9f;
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fLambda[2] = 1 / 475e-9f;
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for (i = 0; i < 3; i++) {
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fLambda2[i] = fLambda[i] * fLambda[i];
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fLambda4[i] = fLambda2[i] * fLambda2[i];
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}
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vLambda2[0] = fLambda2[0];
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vLambda2[1] = fLambda2[1];
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vLambda2[2] = fLambda2[2];
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vLambda4[0] = fLambda4[0];
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vLambda4[1] = fLambda4[1];
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vLambda4[2] = fLambda4[2];
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/* Rayleigh scattering constants. */
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fTemp = pi * pi * (n * n - 1) * (n * n - 1) * (6 + 3 * pn) / (6 - 7 * pn) / N;
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fBeta = 8 * fTemp * pi / 3;
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VEC3OPF(sunSky->atm_BetaRay, vLambda4, *, fBeta);
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fBetaDash = fTemp / 2;
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VEC3OPF(sunSky->atm_BetaDashRay, vLambda4, *, fBetaDash);
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/* Mie scattering constants. */
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fTemp2 = 0.434f * c * (2 * pi) * (2 * pi) * 0.5f;
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VEC3OPF(sunSky->atm_BetaDashMie, vLambda2, *, fTemp2);
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fTemp3 = 0.434f * c * pi * (2 * pi) * (2 * pi);
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VEC3OPV(vBetaMieTemp, K, *, fLambda);
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VEC3OPF(sunSky->atm_BetaMie, vBetaMieTemp, *, fTemp3);
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}
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/**
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* AtmospherePixleShader:
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* this function apply atmosphere effect on a pixle color `rgb' at distance `s'
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* parameters:
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* sunSky, contains information about sun parameters and user values
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* view, is camera view vector
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* s, is distance
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* rgb, contains rendered color value for a pixle
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* */
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void AtmospherePixleShader(struct SunSky *sunSky, float view[3], float s, float rgb[3])
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{
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float costheta;
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float Phase_1;
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float Phase_2;
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float sunColor[3];
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float E[3];
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float E1[3];
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float I[3];
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float fTemp;
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float vTemp1[3], vTemp2[3];
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float sunDirection[3];
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s *= sunSky->atm_DistanceMultiplier;
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sunDirection[0] = sunSky->toSun[0];
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sunDirection[1] = sunSky->toSun[1];
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sunDirection[2] = sunSky->toSun[2];
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costheta = dot_v3v3(view, sunDirection); /* cos(theta) */
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Phase_1 = 1 + (costheta * costheta); /* Phase_1 */
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VEC3OPF(sunSky->atm_BetaRay, sunSky->atm_BetaRay, *, sunSky->atm_BetaRayMultiplier);
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VEC3OPF(sunSky->atm_BetaMie, sunSky->atm_BetaMie, *, sunSky->atm_BetaMieMultiplier);
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VEC3OPV(sunSky->atm_BetaRM, sunSky->atm_BetaRay, +, sunSky->atm_BetaMie);
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/* e^(-(beta_1 + beta_2) * s) = E1 */
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VEC3OPF(E1, sunSky->atm_BetaRM, *, -s / (float)M_LN2);
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E1[0] = exp(E1[0]);
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E1[1] = exp(E1[1]);
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E1[2] = exp(E1[2]);
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copy_v3_v3(E, E1);
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/* Phase2(theta) = (1-g^2)/(1+g-2g*cos(theta))^(3/2) */
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fTemp = 1 + sunSky->atm_HGg - 2 * sunSky->atm_HGg * costheta;
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fTemp = fTemp * sqrtf(fTemp);
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Phase_2 = (1 - sunSky->atm_HGg * sunSky->atm_HGg) / fTemp;
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VEC3OPF(vTemp1, sunSky->atm_BetaDashRay, *, Phase_1);
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VEC3OPF(vTemp2, sunSky->atm_BetaDashMie, *, Phase_2);
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VEC3OPV(vTemp1, vTemp1, +, vTemp2);
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FOPVEC3(vTemp2, 1.0f, -, E1);
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VEC3OPV(vTemp1, vTemp1, *, vTemp2);
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FOPVEC3(vTemp2, 1.0f, /, sunSky->atm_BetaRM);
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VEC3OPV(I, vTemp1, *, vTemp2);
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VEC3OPF(I, I, *, sunSky->atm_InscatteringMultiplier);
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VEC3OPF(E, E, *, sunSky->atm_ExtinctionMultiplier);
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/* scale to color sun */
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ComputeAttenuatedSunlight(sunSky->theta, sunSky->turbidity, sunColor);
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VEC3OPV(E, E, *, sunColor);
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VEC3OPF(I, I, *, sunSky->atm_SunIntensity);
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VEC3OPV(rgb, rgb, *, E);
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VEC3OPV(rgb, rgb, +, I);
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}
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#undef VEC3OPV
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#undef VEC3OPF
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#undef FOPVEC3
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/* EOF */
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