diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/kernel/camera/camera_projection.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/camera/camera_projection.h')
-rw-r--r-- | intern/cycles/kernel/camera/camera_projection.h | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/intern/cycles/kernel/camera/camera_projection.h b/intern/cycles/kernel/camera/camera_projection.h new file mode 100644 index 00000000000..0aea82fa812 --- /dev/null +++ b/intern/cycles/kernel/camera/camera_projection.h @@ -0,0 +1,258 @@ +/* + * Parts adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Spherical coordinates <-> Cartesian direction. */ + +ccl_device float2 direction_to_spherical(float3 dir) +{ + float theta = safe_acosf(dir.z); + float phi = atan2f(dir.x, dir.y); + + return make_float2(theta, phi); +} + +ccl_device float3 spherical_to_direction(float theta, float phi) +{ + float sin_theta = sinf(theta); + return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); +} + +/* Equirectangular coordinates <-> Cartesian direction */ + +ccl_device float2 direction_to_equirectangular_range(float3 dir, float4 range) +{ + if (is_zero(dir)) + return zero_float2(); + + float u = (atan2f(dir.y, dir.x) - range.y) / range.x; + float v = (acosf(dir.z / len(dir)) - range.w) / range.z; + + return make_float2(u, v); +} + +ccl_device float3 equirectangular_range_to_direction(float u, float v, float4 range) +{ + float phi = range.x * u + range.y; + float theta = range.z * v + range.w; + float sin_theta = sinf(theta); + return make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cosf(theta)); +} + +ccl_device float2 direction_to_equirectangular(float3 dir) +{ + return direction_to_equirectangular_range(dir, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); +} + +ccl_device float3 equirectangular_to_direction(float u, float v) +{ + return equirectangular_range_to_direction(u, v, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); +} + +/* Fisheye <-> Cartesian direction */ + +ccl_device float2 direction_to_fisheye(float3 dir, float fov) +{ + float r = atan2f(sqrtf(dir.y * dir.y + dir.z * dir.z), dir.x) / fov; + float phi = atan2f(dir.z, dir.y); + + float u = r * cosf(phi) + 0.5f; + float v = r * sinf(phi) + 0.5f; + + return make_float2(u, v); +} + +ccl_device float3 fisheye_to_direction(float u, float v, float fov) +{ + u = (u - 0.5f) * 2.0f; + v = (v - 0.5f) * 2.0f; + + float r = sqrtf(u * u + v * v); + + if (r > 1.0f) + return zero_float3(); + + float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); + float theta = r * fov * 0.5f; + + if (v < 0.0f) + phi = -phi; + + return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); +} + +ccl_device float2 direction_to_fisheye_equisolid(float3 dir, float lens, float width, float height) +{ + float theta = safe_acosf(dir.x); + float r = 2.0f * lens * sinf(theta * 0.5f); + float phi = atan2f(dir.z, dir.y); + + float u = r * cosf(phi) / width + 0.5f; + float v = r * sinf(phi) / height + 0.5f; + + return make_float2(u, v); +} + +ccl_device_inline float3 +fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height) +{ + u = (u - 0.5f) * width; + v = (v - 0.5f) * height; + + float rmax = 2.0f * lens * sinf(fov * 0.25f); + float r = sqrtf(u * u + v * v); + + if (r > rmax) + return zero_float3(); + + float phi = safe_acosf((r != 0.0f) ? u / r : 0.0f); + float theta = 2.0f * asinf(r / (2.0f * lens)); + + if (v < 0.0f) + phi = -phi; + + return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); +} + +/* Mirror Ball <-> Cartesion direction */ + +ccl_device float3 mirrorball_to_direction(float u, float v) +{ + /* point on sphere */ + float3 dir; + + dir.x = 2.0f * u - 1.0f; + dir.z = 2.0f * v - 1.0f; + + if (dir.x * dir.x + dir.z * dir.z > 1.0f) + return zero_float3(); + + dir.y = -sqrtf(max(1.0f - dir.x * dir.x - dir.z * dir.z, 0.0f)); + + /* reflection */ + float3 I = make_float3(0.0f, -1.0f, 0.0f); + + return 2.0f * dot(dir, I) * dir - I; +} + +ccl_device float2 direction_to_mirrorball(float3 dir) +{ + /* inverse of mirrorball_to_direction */ + dir.y -= 1.0f; + + float div = 2.0f * sqrtf(max(-0.5f * dir.y, 0.0f)); + if (div > 0.0f) + dir /= div; + + float u = 0.5f * (dir.x + 1.0f); + float v = 0.5f * (dir.z + 1.0f); + + return make_float2(u, v); +} + +ccl_device_inline float3 panorama_to_direction(ccl_constant KernelCamera *cam, float u, float v) +{ + switch (cam->panorama_type) { + case PANORAMA_EQUIRECTANGULAR: + return equirectangular_range_to_direction(u, v, cam->equirectangular_range); + case PANORAMA_MIRRORBALL: + return mirrorball_to_direction(u, v); + case PANORAMA_FISHEYE_EQUIDISTANT: + return fisheye_to_direction(u, v, cam->fisheye_fov); + case PANORAMA_FISHEYE_EQUISOLID: + default: + return fisheye_equisolid_to_direction( + u, v, cam->fisheye_lens, cam->fisheye_fov, cam->sensorwidth, cam->sensorheight); + } +} + +ccl_device_inline float2 direction_to_panorama(ccl_constant KernelCamera *cam, float3 dir) +{ + switch (cam->panorama_type) { + case PANORAMA_EQUIRECTANGULAR: + return direction_to_equirectangular_range(dir, cam->equirectangular_range); + case PANORAMA_MIRRORBALL: + return direction_to_mirrorball(dir); + case PANORAMA_FISHEYE_EQUIDISTANT: + return direction_to_fisheye(dir, cam->fisheye_fov); + case PANORAMA_FISHEYE_EQUISOLID: + default: + return direction_to_fisheye_equisolid( + dir, cam->fisheye_lens, cam->sensorwidth, cam->sensorheight); + } +} + +ccl_device_inline void spherical_stereo_transform(ccl_constant KernelCamera *cam, + ccl_private float3 *P, + ccl_private float3 *D) +{ + float interocular_offset = cam->interocular_offset; + + /* Interocular offset of zero means either non stereo, or stereo without + * spherical stereo. */ + kernel_assert(interocular_offset != 0.0f); + + if (cam->pole_merge_angle_to > 0.0f) { + const float pole_merge_angle_from = cam->pole_merge_angle_from, + pole_merge_angle_to = cam->pole_merge_angle_to; + float altitude = fabsf(safe_asinf((*D).z)); + if (altitude > pole_merge_angle_to) { + interocular_offset = 0.0f; + } + else if (altitude > pole_merge_angle_from) { + float fac = (altitude - pole_merge_angle_from) / + (pole_merge_angle_to - pole_merge_angle_from); + float fade = cosf(fac * M_PI_2_F); + interocular_offset *= fade; + } + } + + float3 up = make_float3(0.0f, 0.0f, 1.0f); + float3 side = normalize(cross(*D, up)); + float3 stereo_offset = side * interocular_offset; + + *P += stereo_offset; + + /* Convergence distance is FLT_MAX in the case of parallel convergence mode, + * no need to modify direction in this case either. */ + const float convergence_distance = cam->convergence_distance; + + if (convergence_distance != FLT_MAX) { + float3 screen_offset = convergence_distance * (*D); + *D = normalize(screen_offset - stereo_offset); + } +} + +CCL_NAMESPACE_END |