98 lines
3.4 KiB
C++
98 lines
3.4 KiB
C++
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/*
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* Copyright 2011, Blender Foundation.
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_ConvertDepthToRadiusOperation.h"
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#include "BLI_math.h"
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#include "DNA_camera_types.h"
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ConvertDepthToRadiusOperation::ConvertDepthToRadiusOperation(): NodeOperation() {
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this->addInputSocket(COM_DT_VALUE);
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this->addOutputSocket(COM_DT_VALUE);
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this->inputOperation = NULL;
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this->fStop = 128.0f;
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this->cameraObject = NULL;
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this->maxRadius = 32.0f;
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}
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float ConvertDepthToRadiusOperation::determineFocalDistance() {
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if (cameraObject == NULL || cameraObject->type != OB_CAMERA) {
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return 10.0f;
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} else {
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Camera *camera= (Camera*)this->cameraObject->data;
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cam_lens = camera->lens;
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if (camera->dof_ob) {
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/* too simple, better to return the distance on the view axis only
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* return len_v3v3(ob->obmat[3], cam->dof_ob->obmat[3]); */
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float mat[4][4], imat[4][4], obmat[4][4];
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copy_m4_m4(obmat, cameraObject->obmat);
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normalize_m4(obmat);
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invert_m4_m4(imat, obmat);
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mult_m4_m4m4(mat, imat, camera->dof_ob->obmat);
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return (float)fabs(mat[3][2]);
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}
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return camera->YF_dofdist;
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}
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}
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void ConvertDepthToRadiusOperation::initExecution() {
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this->inputOperation = this->getInputSocketReader(0);
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float focalDistance = determineFocalDistance();
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if (focalDistance==0.0f) focalDistance = 1e10f; /* if the dof is 0.0 then set it be be far away */
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inverseFocalDistance = 1.f/focalDistance;
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this->aspect = (this->getWidth() > this->getHeight()) ? (this->getHeight() / (float)this->getWidth()) : (this->getWidth() / (float)this->getHeight());
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this->aperture = 0.5f*(this->cam_lens / (this->aspect*32.f)) / this->fStop;
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float minsz = MIN2(getWidth(), getHeight());
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this->dof_sp = (float)minsz / (16.f / cam_lens); // <- == aspect * MIN2(img->x, img->y) / tan(0.5f * fov);
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}
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void ConvertDepthToRadiusOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) {
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float inputValue[4];
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float z;
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float radius;
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inputOperation->read(inputValue, x, y, sampler, inputBuffers);
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z = inputValue[0];
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if (z!=0.f) {
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float iZ = (1.f/z);
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// bug #6656 part 2b, do not rescale
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/*
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bcrad = 0.5f*fabs(aperture*(dof_sp*(cam_invfdist - iZ) - 1.f));
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// scale crad back to original maximum and blend
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crad->rect[px] = bcrad + wts->rect[px]*(scf*crad->rect[px] - bcrad);
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*/
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radius = 0.5f*fabsf(this->aperture*(dof_sp*(inverseFocalDistance - iZ) - 1.f));
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// 'bug' #6615, limit minimum radius to 1 pixel, not really a solution, but somewhat mitigates the problem
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if (radius < 0.5f) radius = 0.5f;
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if (radius > maxRadius) {
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radius = maxRadius;
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}
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outputValue[0] = radius;
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}
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else outputValue[0] = 0.0f;
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}
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void ConvertDepthToRadiusOperation::deinitExecution() {
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this->inputOperation = NULL;
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}
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