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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/blender/blender_camera.cpp
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/blender/blender_camera.cpp')
-rw-r--r--intern/cycles/blender/blender_camera.cpp249
1 files changed, 249 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_camera.cpp b/intern/cycles/blender/blender_camera.cpp
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+++ b/intern/cycles/blender/blender_camera.cpp
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include "camera.h"
+#include "scene.h"
+
+#include "blender_sync.h"
+#include "blender_util.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;
+
+ bool ortho;
+ float ortho_scale;
+
+ float lens;
+ float lensradius;
+ float focaldistance;
+
+ float2 shift;
+ float2 offset;
+ float zoom;
+
+ float2 pixelaspect;
+
+ Transform matrix;
+};
+
+static void blender_camera_init(BlenderCamera *bcam)
+{
+ memset(bcam, 0, sizeof(BlenderCamera));
+
+ bcam->zoom = 1.0f;
+ bcam->pixelaspect = make_float2(1.0f, 1.0f);
+}
+
+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 direction. this is
+ * compatible with blender, but does it fit our dof model? */
+ Transform obmat = get_transform(b_ob.matrix_world());
+ Transform dofmat = get_transform(b_dof_object.matrix_world());
+
+ float3 cam_p = transform_get_column(&obmat, 3);
+ float3 cam_dir = normalize(transform_get_column(&obmat, 2));
+ float3 dof_p = transform_get_column(&dofmat, 3);
+ float3 proj_p = dot(dof_p, cam_dir) * cam_dir;
+
+ return len(proj_p - cam_p);
+}
+
+static void blender_camera_from_object(BlenderCamera *bcam, BL::Object b_ob)
+{
+ 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();
+
+ bcam->ortho = (b_camera.type() == BL::Camera::type_ORTHO);
+ bcam->ortho_scale = b_camera.ortho_scale();
+
+ bcam->lens = b_camera.lens();
+ bcam->lensradius = RNA_float_get(&ccamera, "lens_radius");
+ bcam->focaldistance = blender_camera_focal_distance(b_ob, b_camera);
+
+ bcam->shift.x = b_camera.shift_x();
+ bcam->shift.y = b_camera.shift_y();
+ }
+ else {
+ /* from lamp not implemented yet */
+ }
+}
+
+static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int height)
+{
+ /* copy camera to compare later */
+ Camera prevcam = *cam;
+
+ /* dimensions */
+ float xratio = width*bcam->pixelaspect.x;
+ float yratio = height*bcam->pixelaspect.y;
+
+ /* compute x/y aspect and ratio */
+ float aspectratio, xaspect, yaspect;
+
+ if(xratio > yratio) {
+ aspectratio= xratio/yratio;
+ xaspect= aspectratio;
+ yaspect= 1.0f;
+ }
+ else {
+ aspectratio= yratio/xratio;
+ xaspect= 1.0f;
+ yaspect= aspectratio;
+ }
+
+ /* modify aspect for orthographic scale */
+ if(bcam->ortho) {
+ xaspect = xaspect*bcam->ortho_scale/(aspectratio*2.0f);
+ yaspect = yaspect*bcam->ortho_scale/(aspectratio*2.0f);
+ aspectratio = bcam->ortho_scale/2.0f;
+ }
+
+ /* set viewplane */
+ cam->left = -xaspect;
+ cam->right = xaspect;
+ cam->bottom = -yaspect;
+ cam->top = yaspect;
+
+ /* zoom for 3d camera view */
+ cam->left *= bcam->zoom;
+ cam->right *= bcam->zoom;
+ cam->bottom *= bcam->zoom;
+ cam->top *= 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);
+
+ cam->left += dx;
+ cam->right += dx;
+ cam->bottom += dy;
+ cam->top += dy;
+
+ /* clipping distances */
+ cam->nearclip = bcam->nearclip;
+ cam->farclip = bcam->farclip;
+
+ /* orthographic */
+ cam->ortho = bcam->ortho;
+
+ /* perspective */
+ cam->fov = 2.0f*atan(16.0f/bcam->lens/aspectratio);
+ cam->focaldistance = bcam->focaldistance;
+ cam->lensradius = bcam->lensradius;
+
+ /* transform, note the blender camera points along the negative z-axis */
+ cam->matrix = bcam->matrix * transform_scale(1.0f, 1.0f, -1.0f);
+
+ /* set update flag */
+ if(cam->modified(prevcam))
+ cam->tag_update();
+}
+
+/* Sync Render Camera */
+
+void BlenderSync::sync_camera(int width, int height)
+{
+ BlenderCamera bcam;
+ blender_camera_init(&bcam);
+
+ /* pixel aspect */
+ BL::RenderSettings r = b_scene.render();
+
+ bcam.pixelaspect.x = r.pixel_aspect_x();
+ bcam.pixelaspect.y = r.pixel_aspect_y();
+
+ /* camera object */
+ BL::Object b_ob = b_scene.camera();
+
+ 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);
+}
+
+/* Sync 3D View Camera */
+
+void BlenderSync::sync_view(BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height)
+{
+ BlenderCamera bcam;
+ blender_camera_init(&bcam);
+
+ /* 3d view parameters */
+ bcam.nearclip = b_v3d.clip_start();
+ bcam.farclip = b_v3d.clip_end();
+ bcam.lens = b_v3d.lens();
+
+ if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) {
+ /* camera view */
+ BL::Object b_ob = b_scene.camera();
+
+ if(b_ob) {
+ blender_camera_from_object(&bcam, b_ob);
+
+ /* magic zoom formula */
+ bcam.zoom = 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 *= 0.5;
+ bcam.nearclip = -bcam.farclip;
+
+ bcam.ortho = true;
+ bcam.ortho_scale = b_rv3d.view_distance();
+ }
+
+ bcam.zoom *= 2.0f;
+
+ /* 3d view transform */
+ bcam.matrix = transform_inverse(get_transform(b_rv3d.view_matrix()));
+
+ /* sync */
+ blender_camera_sync(scene->camera, &bcam, width, height);
+}
+
+CCL_NAMESPACE_END
+