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blender-archive/intern/cycles/render/camera.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

237 lines
6.4 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __CAMERA_H__
#define __CAMERA_H__
#include "kernel/kernel_types.h"
#include "graph/node.h"
#include "util/util_array.h"
#include "util/util_boundbox.h"
#include "util/util_projection.h"
#include "util/util_transform.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
/* Camera
*
* The camera parameters are quite standard, tested to be both compatible with
* Renderman, and Blender after remapping.
*/
class Camera : public Node {
public:
NODE_DECLARE
/* Specifies an offset for the shutter's time interval. */
enum MotionPosition {
/* Shutter opens at the current frame. */
MOTION_POSITION_START = 0,
/* Shutter is fully open at the current frame. */
MOTION_POSITION_CENTER = 1,
/* Shutter closes at the current frame. */
MOTION_POSITION_END = 2,
MOTION_NUM_POSITIONS,
};
/* Specifies rolling shutter effect. */
enum RollingShutterType {
/* No rolling shutter effect. */
ROLLING_SHUTTER_NONE = 0,
/* Sensor is being scanned vertically from top to bottom. */
ROLLING_SHUTTER_TOP = 1,
ROLLING_SHUTTER_NUM_TYPES,
};
/* Stereo Type */
enum StereoEye {
STEREO_NONE,
STEREO_LEFT,
STEREO_RIGHT,
};
/* motion blur */
NODE_SOCKET_API(float, shuttertime)
NODE_SOCKET_API(MotionPosition, motion_position)
NODE_SOCKET_API_ARRAY(array<float>, shutter_curve)
size_t shutter_table_offset;
/* ** Rolling shutter effect. ** */
/* Defines rolling shutter effect type. */
NODE_SOCKET_API(RollingShutterType, rolling_shutter_type)
/* Specifies exposure time of scan-lines when using
* rolling shutter effect.
*/
NODE_SOCKET_API(float, rolling_shutter_duration)
/* depth of field */
NODE_SOCKET_API(float, focaldistance)
NODE_SOCKET_API(float, aperturesize)
NODE_SOCKET_API(uint, blades)
NODE_SOCKET_API(float, bladesrotation)
/* type */
NODE_SOCKET_API(CameraType, camera_type)
NODE_SOCKET_API(float, fov)
/* panorama */
NODE_SOCKET_API(PanoramaType, panorama_type)
NODE_SOCKET_API(float, fisheye_fov)
NODE_SOCKET_API(float, fisheye_lens)
NODE_SOCKET_API(float, latitude_min)
NODE_SOCKET_API(float, latitude_max)
NODE_SOCKET_API(float, longitude_min)
NODE_SOCKET_API(float, longitude_max)
/* panorama stereo */
NODE_SOCKET_API(StereoEye, stereo_eye)
NODE_SOCKET_API(bool, use_spherical_stereo)
NODE_SOCKET_API(float, interocular_distance)
NODE_SOCKET_API(float, convergence_distance)
NODE_SOCKET_API(bool, use_pole_merge)
NODE_SOCKET_API(float, pole_merge_angle_from)
NODE_SOCKET_API(float, pole_merge_angle_to)
/* anamorphic lens bokeh */
NODE_SOCKET_API(float, aperture_ratio)
/* sensor */
NODE_SOCKET_API(float, sensorwidth)
NODE_SOCKET_API(float, sensorheight)
/* clipping */
NODE_SOCKET_API(float, nearclip)
NODE_SOCKET_API(float, farclip)
/* screen */
BoundBox2D viewplane;
NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, left)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, right)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, bottom)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, top)
/* width and height change during preview, so we need these for calculating dice rates. */
NODE_SOCKET_API(int, full_width)
NODE_SOCKET_API(int, full_height)
/* controls how fast the dicing rate falls off for geometry out side of view */
NODE_SOCKET_API(float, offscreen_dicing_scale)
/* border */
BoundBox2D border;
NODE_SOCKET_API_STRUCT_MEMBER(float, border, left)
NODE_SOCKET_API_STRUCT_MEMBER(float, border, right)
NODE_SOCKET_API_STRUCT_MEMBER(float, border, bottom)
NODE_SOCKET_API_STRUCT_MEMBER(float, border, top)
BoundBox2D viewport_camera_border;
NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, left)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, right)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, bottom)
NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, top)
/* transformation */
NODE_SOCKET_API(Transform, matrix)
/* motion */
NODE_SOCKET_API_ARRAY(array<Transform>, motion)
NODE_SOCKET_API(bool, use_perspective_motion)
NODE_SOCKET_API(float, fov_pre)
NODE_SOCKET_API(float, fov_post)
/* computed camera parameters */
ProjectionTransform screentoworld;
ProjectionTransform rastertoworld;
ProjectionTransform ndctoworld;
Transform cameratoworld;
ProjectionTransform worldtoraster;
ProjectionTransform worldtoscreen;
ProjectionTransform worldtondc;
Transform worldtocamera;
ProjectionTransform rastertocamera;
ProjectionTransform cameratoraster;
ProjectionTransform full_rastertocamera;
float3 dx;
float3 dy;
float3 full_dx;
float3 full_dy;
float3 frustum_right_normal;
float3 frustum_top_normal;
float3 frustum_left_normal;
float3 frustum_bottom_normal;
/* update */
bool need_device_update;
bool need_flags_update;
int previous_need_motion;
/* Kernel camera data, copied here for dicing. */
KernelCamera kernel_camera;
array<DecomposedTransform> kernel_camera_motion;
private:
int width;
int height;
public:
/* functions */
Camera();
~Camera();
void compute_auto_viewplane();
void update(Scene *scene);
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_volume(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
/* Public utility functions. */
BoundBox viewplane_bounds_get();
/* Calculates the width of a pixel at point in world space. */
float world_to_raster_size(float3 P);
/* Motion blur. */
float motion_time(int step) const;
int motion_step(float time) const;
bool use_motion() const;
void set_screen_size(int width_, int height_);
private:
/* Private utility functions. */
float3 transform_raster_to_world(float raster_x, float raster_y);
};
CCL_NAMESPACE_END
#endif /* __CAMERA_H__ */