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blender-archive/intern/cycles/blender/blender_camera.cpp
Sergey Sharybin 3b50d3a04f Fix T43346: Window mapping is wrong in preview render
The issue was caused by the whole viewplane used for mapping calculation
which would for sure lead to differences between final camera render and
viewport render from the camera view.

This commit makes it so window texture mapping is the same as final render
when viewing from the camera in viewport render.

It's not totally clear what's the right thing to do when viewport is not
in the camera view mode and that part is left unchanged.
2015-01-27 21:47:00 +05:00

645 lines
19 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.
*/
#include "camera.h"
#include "scene.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_logging.h"
CCL_NAMESPACE_BEGIN
/* Blender Camera Intermediate: we first convert both the offline and 3d view
* render camera to this, and from there convert to our native camera format. */
struct BlenderCamera {
float nearclip;
float farclip;
CameraType type;
float ortho_scale;
float lens;
float shuttertime;
float aperturesize;
uint apertureblades;
float aperturerotation;
float focaldistance;
float2 shift;
float2 offset;
float zoom;
float2 pixelaspect;
float aperture_ratio;
PanoramaType panorama_type;
float fisheye_fov;
float fisheye_lens;
float latitude_min;
float latitude_max;
float longitude_min;
float longitude_max;
enum { AUTO, HORIZONTAL, VERTICAL } sensor_fit;
float sensor_width;
float sensor_height;
int full_width;
int full_height;
BoundBox2D border;
BoundBox2D pano_viewplane;
BoundBox2D viewport_camera_border;
Transform matrix;
};
static void blender_camera_init(BlenderCamera *bcam, BL::RenderSettings b_render, BL::Scene b_scene)
{
memset(bcam, 0, sizeof(BlenderCamera));
bcam->type = CAMERA_PERSPECTIVE;
bcam->zoom = 1.0f;
bcam->pixelaspect = make_float2(1.0f, 1.0f);
bcam->sensor_width = 32.0f;
bcam->sensor_height = 18.0f;
bcam->sensor_fit = BlenderCamera::AUTO;
bcam->shuttertime = 1.0f;
bcam->border.right = 1.0f;
bcam->border.top = 1.0f;
bcam->pano_viewplane.right = 1.0f;
bcam->pano_viewplane.top = 1.0f;
bcam->viewport_camera_border.right = 1.0f;
bcam->viewport_camera_border.top = 1.0f;
/* render resolution */
bcam->full_width = render_resolution_x(b_render);
bcam->full_height = render_resolution_y(b_render);
}
static float blender_camera_focal_distance(BL::Object b_ob, BL::Camera b_camera)
{
BL::Object b_dof_object = b_camera.dof_object();
if(!b_dof_object)
return b_camera.dof_distance();
/* for dof object, return distance along camera Z direction */
Transform obmat = transform_clear_scale(get_transform(b_ob.matrix_world()));
Transform dofmat = get_transform(b_dof_object.matrix_world());
Transform mat = transform_inverse(obmat) * dofmat;
return fabsf(transform_get_column(&mat, 3).z);
}
static void blender_camera_from_object(BlenderCamera *bcam, BL::Object b_ob, bool skip_panorama = false)
{
BL::ID b_ob_data = b_ob.data();
if(b_ob_data.is_a(&RNA_Camera)) {
BL::Camera b_camera(b_ob_data);
PointerRNA ccamera = RNA_pointer_get(&b_camera.ptr, "cycles");
bcam->nearclip = b_camera.clip_start();
bcam->farclip = b_camera.clip_end();
switch(b_camera.type())
{
case BL::Camera::type_ORTHO:
bcam->type = CAMERA_ORTHOGRAPHIC;
break;
case BL::Camera::type_PANO:
if(!skip_panorama)
bcam->type = CAMERA_PANORAMA;
else
bcam->type = CAMERA_PERSPECTIVE;
break;
case BL::Camera::type_PERSP:
default:
bcam->type = CAMERA_PERSPECTIVE;
break;
}
switch(RNA_enum_get(&ccamera, "panorama_type"))
{
case 1:
bcam->panorama_type = PANORAMA_FISHEYE_EQUIDISTANT;
break;
case 2:
bcam->panorama_type = PANORAMA_FISHEYE_EQUISOLID;
break;
case 0:
default:
bcam->panorama_type = PANORAMA_EQUIRECTANGULAR;
break;
}
bcam->fisheye_fov = RNA_float_get(&ccamera, "fisheye_fov");
bcam->fisheye_lens = RNA_float_get(&ccamera, "fisheye_lens");
bcam->latitude_min = RNA_float_get(&ccamera, "latitude_min");
bcam->latitude_max = RNA_float_get(&ccamera, "latitude_max");
bcam->longitude_min = RNA_float_get(&ccamera, "longitude_min");
bcam->longitude_max = RNA_float_get(&ccamera, "longitude_max");
bcam->ortho_scale = b_camera.ortho_scale();
bcam->lens = b_camera.lens();
/* allow f/stop number to change aperture_size but still
* give manual control over aperture radius */
int aperture_type = RNA_enum_get(&ccamera, "aperture_type");
if(aperture_type == 1) {
float fstop = RNA_float_get(&ccamera, "aperture_fstop");
fstop = max(fstop, 1e-5f);
if(bcam->type == CAMERA_ORTHOGRAPHIC)
bcam->aperturesize = 1.0f/(2.0f*fstop);
else
bcam->aperturesize = (bcam->lens*1e-3f)/(2.0f*fstop);
}
else
bcam->aperturesize = RNA_float_get(&ccamera, "aperture_size");
bcam->apertureblades = RNA_int_get(&ccamera, "aperture_blades");
bcam->aperturerotation = RNA_float_get(&ccamera, "aperture_rotation");
bcam->focaldistance = blender_camera_focal_distance(b_ob, b_camera);
bcam->aperture_ratio = RNA_float_get(&ccamera, "aperture_ratio");
bcam->shift.x = b_camera.shift_x();
bcam->shift.y = b_camera.shift_y();
bcam->sensor_width = b_camera.sensor_width();
bcam->sensor_height = b_camera.sensor_height();
if(b_camera.sensor_fit() == BL::Camera::sensor_fit_AUTO)
bcam->sensor_fit = BlenderCamera::AUTO;
else if(b_camera.sensor_fit() == BL::Camera::sensor_fit_HORIZONTAL)
bcam->sensor_fit = BlenderCamera::HORIZONTAL;
else
bcam->sensor_fit = BlenderCamera::VERTICAL;
}
else {
/* from lamp not implemented yet */
}
}
static Transform blender_camera_matrix(const Transform& tfm, CameraType type)
{
Transform result;
if(type == CAMERA_PANORAMA) {
/* make it so environment camera needs to be pointed in the direction
* of the positive x-axis to match an environment texture, this way
* it is looking at the center of the texture */
result = tfm *
make_transform( 0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
else {
/* note the blender camera points along the negative z-axis */
result = tfm * transform_scale(1.0f, 1.0f, -1.0f);
}
return transform_clear_scale(result);
}
static void blender_camera_viewplane(BlenderCamera *bcam, int width, int height,
BoundBox2D *viewplane, float *aspectratio, float *sensor_size)
{
/* dimensions */
float xratio = (float)width*bcam->pixelaspect.x;
float yratio = (float)height*bcam->pixelaspect.y;
/* compute x/y aspect and ratio */
float xaspect, yaspect;
bool horizontal_fit;
/* sensor fitting */
if(bcam->sensor_fit == BlenderCamera::AUTO) {
horizontal_fit = (xratio > yratio);
*sensor_size = bcam->sensor_width;
}
else if(bcam->sensor_fit == BlenderCamera::HORIZONTAL) {
horizontal_fit = true;
*sensor_size = bcam->sensor_width;
}
else {
horizontal_fit = false;
*sensor_size = bcam->sensor_height;
}
if(horizontal_fit) {
*aspectratio = xratio/yratio;
xaspect = *aspectratio;
yaspect = 1.0f;
}
else {
*aspectratio = yratio/xratio;
xaspect = 1.0f;
yaspect = *aspectratio;
}
/* modify aspect for orthographic scale */
if(bcam->type == CAMERA_ORTHOGRAPHIC) {
xaspect = xaspect*bcam->ortho_scale/(*aspectratio*2.0f);
yaspect = yaspect*bcam->ortho_scale/(*aspectratio*2.0f);
*aspectratio = bcam->ortho_scale/2.0f;
}
if(bcam->type == CAMERA_PANORAMA) {
/* set viewplane */
*viewplane = bcam->pano_viewplane;
}
else {
/* set viewplane */
viewplane->left = -xaspect;
viewplane->right = xaspect;
viewplane->bottom = -yaspect;
viewplane->top = yaspect;
/* zoom for 3d camera view */
*viewplane = (*viewplane) * bcam->zoom;
/* modify viewplane with camera shift and 3d camera view offset */
float dx = 2.0f*(*aspectratio*bcam->shift.x + bcam->offset.x*xaspect*2.0f);
float dy = 2.0f*(*aspectratio*bcam->shift.y + bcam->offset.y*yaspect*2.0f);
viewplane->left += dx;
viewplane->right += dx;
viewplane->bottom += dy;
viewplane->top += dy;
}
}
static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int height)
{
/* copy camera to compare later */
Camera prevcam = *cam;
float aspectratio, sensor_size;
/* viewplane */
blender_camera_viewplane(bcam, width, height,
&cam->viewplane, &aspectratio, &sensor_size);
/* panorama sensor */
if (bcam->type == CAMERA_PANORAMA && bcam->panorama_type == PANORAMA_FISHEYE_EQUISOLID) {
float fit_xratio = (float)bcam->full_width*bcam->pixelaspect.x;
float fit_yratio = (float)bcam->full_height*bcam->pixelaspect.y;
bool horizontal_fit;
float sensor_size;
if(bcam->sensor_fit == BlenderCamera::AUTO) {
horizontal_fit = (fit_xratio > fit_yratio);
sensor_size = bcam->sensor_width;
}
else if(bcam->sensor_fit == BlenderCamera::HORIZONTAL) {
horizontal_fit = true;
sensor_size = bcam->sensor_width;
}
else { /* vertical */
horizontal_fit = false;
sensor_size = bcam->sensor_height;
}
if(horizontal_fit) {
cam->sensorwidth = sensor_size;
cam->sensorheight = sensor_size * fit_yratio / fit_xratio;
}
else {
cam->sensorwidth = sensor_size * fit_xratio / fit_yratio;
cam->sensorheight = sensor_size;
}
}
/* clipping distances */
cam->nearclip = bcam->nearclip;
cam->farclip = bcam->farclip;
/* type */
cam->type = bcam->type;
/* panorama */
cam->panorama_type = bcam->panorama_type;
cam->fisheye_fov = bcam->fisheye_fov;
cam->fisheye_lens = bcam->fisheye_lens;
cam->latitude_min = bcam->latitude_min;
cam->latitude_max = bcam->latitude_max;
cam->longitude_min = bcam->longitude_min;
cam->longitude_max = bcam->longitude_max;
/* anamorphic lens bokeh */
cam->aperture_ratio = bcam->aperture_ratio;
/* perspective */
cam->fov = 2.0f * atanf((0.5f * sensor_size) / bcam->lens / aspectratio);
cam->focaldistance = bcam->focaldistance;
cam->aperturesize = bcam->aperturesize;
cam->blades = bcam->apertureblades;
cam->bladesrotation = bcam->aperturerotation;
/* transform */
cam->matrix = blender_camera_matrix(bcam->matrix, bcam->type);
cam->motion.pre = cam->matrix;
cam->motion.post = cam->matrix;
cam->use_motion = false;
cam->shuttertime = bcam->shuttertime;
/* border */
cam->border = bcam->border;
cam->viewport_camera_border = bcam->viewport_camera_border;
/* set update flag */
if(cam->modified(prevcam))
cam->tag_update();
}
/* Sync Render Camera */
void BlenderSync::sync_camera(BL::RenderSettings b_render, BL::Object b_override, int width, int height)
{
BlenderCamera bcam;
blender_camera_init(&bcam, b_render, b_scene);
/* pixel aspect */
bcam.pixelaspect.x = b_render.pixel_aspect_x();
bcam.pixelaspect.y = b_render.pixel_aspect_y();
bcam.shuttertime = b_render.motion_blur_shutter();
/* border */
if(b_render.use_border()) {
bcam.border.left = b_render.border_min_x();
bcam.border.right = b_render.border_max_x();
bcam.border.bottom = b_render.border_min_y();
bcam.border.top = b_render.border_max_y();
}
/* camera object */
BL::Object b_ob = b_scene.camera();
if(b_override)
b_ob = b_override;
if(b_ob) {
blender_camera_from_object(&bcam, b_ob);
bcam.matrix = get_transform(b_ob.matrix_world());
}
/* sync */
Camera *cam = scene->camera;
blender_camera_sync(cam, &bcam, width, height);
}
void BlenderSync::sync_camera_motion(BL::Object b_ob, float motion_time)
{
Camera *cam = scene->camera;
Transform tfm = get_transform(b_ob.matrix_world());
tfm = blender_camera_matrix(tfm, cam->type);
if(tfm != cam->matrix) {
VLOG(1) << "Camera " << b_ob.name() << " motion detected.";
if(motion_time == -1.0f) {
cam->motion.pre = tfm;
cam->use_motion = true;
}
else if(motion_time == 1.0f) {
cam->motion.post = tfm;
cam->use_motion = true;
}
}
}
/* Sync 3D View Camera */
static void blender_camera_view_subset(BL::RenderSettings b_render, BL::Scene b_scene, BL::Object b_ob, BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d, int width, int height, BoundBox2D *view_box, BoundBox2D *cam_box);
static void blender_camera_from_view(BlenderCamera *bcam, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, bool skip_panorama = false)
{
/* 3d view parameters */
bcam->nearclip = b_v3d.clip_start();
bcam->farclip = b_v3d.clip_end();
bcam->lens = b_v3d.lens();
bcam->shuttertime = b_scene.render().motion_blur_shutter();
if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
/* camera view */
BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();
if(b_ob) {
blender_camera_from_object(bcam, b_ob, skip_panorama);
if(!skip_panorama && bcam->type == CAMERA_PANORAMA) {
/* in panorama camera view, we map viewplane to camera border */
BoundBox2D view_box, cam_box;
blender_camera_view_subset(b_scene.render(), b_scene, b_ob, b_v3d, b_rv3d, width, height,
&view_box, &cam_box);
bcam->pano_viewplane = view_box.make_relative_to(cam_box);
}
else {
/* magic zoom formula */
bcam->zoom = (float)b_rv3d.view_camera_zoom();
bcam->zoom = (1.41421f + bcam->zoom/50.0f);
bcam->zoom *= bcam->zoom;
bcam->zoom = 2.0f/bcam->zoom;
/* offset */
bcam->offset = get_float2(b_rv3d.view_camera_offset());
}
}
}
else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO) {
/* orthographic view */
bcam->farclip *= 0.5f;
bcam->nearclip = -bcam->farclip;
float sensor_size;
if(bcam->sensor_fit == BlenderCamera::VERTICAL)
sensor_size = bcam->sensor_height;
else
sensor_size = bcam->sensor_width;
bcam->type = CAMERA_ORTHOGRAPHIC;
bcam->ortho_scale = b_rv3d.view_distance() * sensor_size / b_v3d.lens();
}
bcam->zoom *= 2.0f;
/* 3d view transform */
bcam->matrix = transform_inverse(get_transform(b_rv3d.view_matrix()));
}
static void blender_camera_view_subset(BL::RenderSettings b_render, BL::Scene b_scene, BL::Object b_ob, BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d, int width, int height, BoundBox2D *view_box, BoundBox2D *cam_box)
{
BoundBox2D cam, view;
float view_aspect, cam_aspect, sensor_size;
/* get viewport viewplane */
BlenderCamera view_bcam;
blender_camera_init(&view_bcam, b_render, b_scene);
blender_camera_from_view(&view_bcam, b_scene, b_v3d, b_rv3d, width, height, true);
blender_camera_viewplane(&view_bcam, width, height,
&view, &view_aspect, &sensor_size);
/* get camera viewplane */
BlenderCamera cam_bcam;
blender_camera_init(&cam_bcam, b_render, b_scene);
blender_camera_from_object(&cam_bcam, b_ob, true);
blender_camera_viewplane(&cam_bcam, cam_bcam.full_width, cam_bcam.full_height,
&cam, &cam_aspect, &sensor_size);
/* return */
*view_box = view * (1.0f/view_aspect);
*cam_box = cam * (1.0f/cam_aspect);
}
static void blender_camera_border_subset(BL::RenderSettings b_render,
BL::Scene b_scene,
BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d,
BL::Object b_ob,
int width, int height,
const BoundBox2D &border,
BoundBox2D *result)
{
/* Determine camera viewport subset. */
BoundBox2D view_box, cam_box;
blender_camera_view_subset(b_render, b_scene, b_ob, b_v3d, b_rv3d, width, height,
&view_box, &cam_box);
/* Determine viewport subset matching given border. */
cam_box = cam_box.make_relative_to(view_box);
*result = cam_box.subset(border);
}
static void blender_camera_border(BlenderCamera *bcam, BL::RenderSettings b_render, BL::Scene b_scene, BL::SpaceView3D b_v3d,
BL::RegionView3D b_rv3d, int width, int height)
{
bool is_camera_view;
/* camera view? */
is_camera_view = b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA;
if(!is_camera_view) {
/* for non-camera view check whether render border is enabled for viewport
* and if so use border from 3d viewport
* assume viewport has got correctly clamped border already
*/
if(b_v3d.use_render_border()) {
bcam->border.left = b_v3d.render_border_min_x();
bcam->border.right = b_v3d.render_border_max_x();
bcam->border.bottom = b_v3d.render_border_min_y();
bcam->border.top = b_v3d.render_border_max_y();
}
return;
}
BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera();
if(!b_ob)
return;
/* Determine camera border inside the viewport. */
BoundBox2D full_border;
blender_camera_border_subset(b_render,
b_scene,
b_v3d,
b_rv3d,
b_ob,
width, height,
full_border,
&bcam->viewport_camera_border);
if(!b_render.use_border()) {
return;
}
bcam->border.left = b_render.border_min_x();
bcam->border.right = b_render.border_max_x();
bcam->border.bottom = b_render.border_min_y();
bcam->border.top = b_render.border_max_y();
/* Determine viewport subset matching camera border. */
blender_camera_border_subset(b_render,
b_scene,
b_v3d,
b_rv3d,
b_ob,
width, height,
bcam->border,
&bcam->border);
bcam->border.clamp();
}
void BlenderSync::sync_view(BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height)
{
BlenderCamera bcam;
blender_camera_init(&bcam, b_scene.render(), b_scene);
blender_camera_from_view(&bcam, b_scene, b_v3d, b_rv3d, width, height);
blender_camera_border(&bcam, b_scene.render(), b_scene, b_v3d, b_rv3d, width, height);
blender_camera_sync(scene->camera, &bcam, width, height);
}
BufferParams BlenderSync::get_buffer_params(BL::RenderSettings b_render, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height)
{
BufferParams params;
bool use_border = false;
params.full_width = width;
params.full_height = height;
if(b_v3d && b_rv3d && b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA)
use_border = b_v3d.use_render_border();
else
use_border = b_render.use_border();
if(use_border) {
/* border render */
params.full_x = (int)(cam->border.left * (float)width);
params.full_y = (int)(cam->border.bottom * (float)height);
params.width = (int)(cam->border.right * (float)width) - params.full_x;
params.height = (int)(cam->border.top * (float)height) - params.full_y;
/* survive in case border goes out of view or becomes too small */
params.width = max(params.width, 1);
params.height = max(params.height, 1);
}
else {
params.width = width;
params.height = height;
}
return params;
}
CCL_NAMESPACE_END