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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_CAMERA_H__
#define __BKE_CAMERA_H__
/** \file BKE_camera.h
* \ingroup bke
* \brief Camera datablock and utility functions.
*/
#ifdef __cplusplus
extern "C" {
#endif
#include "DNA_vec_types.h"
struct Camera;
struct Depsgraph;
struct Main;
struct Object;
struct RegionView3D;
struct RenderData;
struct Scene;
struct ViewLayer;
struct rctf;
struct View3D;
struct GPUFXSettings;
/* Camera Datablock */
void BKE_camera_init(struct Camera *cam);
void *BKE_camera_add(struct Main *bmain, const char *name);
void BKE_camera_copy_data(struct Main *bmain, struct Camera *cam_dst, const struct Camera *cam_src, const int flag);
struct Camera *BKE_camera_copy(struct Main *bmain, const struct Camera *cam);
void BKE_camera_make_local(struct Main *bmain, struct Camera *cam, const bool lib_local);
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void BKE_camera_free(struct Camera *ca);
/* Camera Usage */
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float BKE_camera_object_dof_distance(struct Object *ob);
void BKE_camera_object_mode(struct RenderData *rd, struct Object *ob);
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int BKE_camera_sensor_fit(int sensor_fit, float sizex, float sizey);
float BKE_camera_sensor_size(int sensor_fit, float sensor_x, float sensor_y);
/* Camera Parameters:
*
* Intermediate struct for storing camera parameters from various sources,
* to unify computation of viewplane, window matrix, ... */
typedef struct CameraParams {
/* lens */
bool is_ortho;
float lens;
float ortho_scale;
float zoom;
float shiftx;
float shifty;
float offsetx;
float offsety;
/* sensor */
float sensor_x;
float sensor_y;
int sensor_fit;
/* clipping */
float clipsta;
float clipend;
/* fields */
int use_fields;
int field_second;
int field_odd;
/* computed viewplane */
float ycor;
float viewdx;
float viewdy;
rctf viewplane;
/* computed matrix */
float winmat[4][4];
} CameraParams;
/* values for CameraParams.zoom, need to be taken into account for some operations */
#define CAMERA_PARAM_ZOOM_INIT_CAMOB 1.0f
#define CAMERA_PARAM_ZOOM_INIT_PERSP 2.0f
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void BKE_camera_params_init(CameraParams *params);
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void BKE_camera_params_from_object(CameraParams *params, const struct Object *camera);
void BKE_camera_params_from_view3d(CameraParams *params, const struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d);
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void BKE_camera_params_compute_viewplane(CameraParams *params, int winx, int winy, float aspx, float aspy);
void BKE_camera_params_compute_matrix(CameraParams *params);
/* Camera View Frame */
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void BKE_camera_view_frame_ex(
const struct Scene *scene, const struct Camera *camera,
const float drawsize, const bool do_clip, const float scale[3],
float r_asp[2], float r_shift[2], float *r_drawsize, float r_vec[4][3]);
void BKE_camera_view_frame(
const struct Scene *scene, const struct Camera *camera,
float r_vec[4][3]);
bool BKE_camera_view_frame_fit_to_scene(
struct Scene *scene, struct ViewLayer *view_layer, struct Object *camera_ob,
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float r_co[3], float *r_scale);
bool BKE_camera_view_frame_fit_to_coords(
const struct Scene *scene,
const float (*cos)[3], int num_cos,
const struct Object *camera_ob,
float r_co[3], float *r_scale);
void BKE_camera_to_gpu_dof(struct Object *camera, struct GPUFXSettings *r_fx_settings);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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/* Camera multi-view API */
struct Object *BKE_camera_multiview_render(struct Scene *scene, struct Object *camera, const char *viewname);
void BKE_camera_multiview_view_matrix(struct RenderData *rd, struct Object *camera, const bool is_left, float r_viewmat[4][4]);
void BKE_camera_multiview_model_matrix(struct RenderData *rd, struct Object *camera, const char *viewname, float r_modelmat[4][4]);
float BKE_camera_multiview_shift_x(struct RenderData *rd, struct Object *camera, const char *viewname);
void BKE_camera_multiview_params(struct RenderData *rd, struct CameraParams *params, struct Object *camera, const char *viewname);
Multi-View: Cycles - Spherical Stereo support (VR Panoramas) This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
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bool BKE_camera_multiview_spherical_stereo(struct RenderData *rd, struct Object *camera);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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/* Camera background image API */
struct CameraBGImage *BKE_camera_background_image_new(struct Camera *cam);
void BKE_camera_background_image_remove(struct Camera *cam, struct CameraBGImage *bgpic);
void BKE_camera_background_image_clear(struct Camera *cam);
#ifdef __cplusplus
}
#endif
#endif