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authorDalai Felinto <dfelinto@gmail.com>2014-08-27 12:51:50 +0400
committerDalai Felinto <dfelinto@gmail.com>2014-08-27 12:51:50 +0400
commit146ed67d5591e0058f24c30c81044b413cd66de4 (patch)
tree04b08cbd2914d5abc91e22567d3ed645251414f2 /intern/cycles/kernel/kernel_camera.h
parent9b9ddb46697b56213cb1e968ac0c8ddefc5ee79e (diff)
Cycles Aperture Ratio - option to produce anamorphic bokeh
Thanks for Aldo Zang for the help with the fix for the panorama/fisheye depth of field calculation and the overall math. Reviewed By: sergey, dingto Subscribers: juicyfruit, gregzaal, #cycles, dingto, matray Differential Revision: https://developer.blender.org/D753
Diffstat (limited to 'intern/cycles/kernel/kernel_camera.h')
-rw-r--r--intern/cycles/kernel/kernel_camera.h13
1 files changed, 10 insertions, 3 deletions
diff --git a/intern/cycles/kernel/kernel_camera.h b/intern/cycles/kernel/kernel_camera.h
index 6b03abe9708..5c83358a56d 100644
--- a/intern/cycles/kernel/kernel_camera.h
+++ b/intern/cycles/kernel/kernel_camera.h
@@ -21,16 +21,22 @@ CCL_NAMESPACE_BEGIN
ccl_device float2 camera_sample_aperture(KernelGlobals *kg, float u, float v)
{
float blades = kernel_data.cam.blades;
+ float2 bokeh;
if(blades == 0.0f) {
/* sample disk */
- return concentric_sample_disk(u, v);
+ bokeh = concentric_sample_disk(u, v);
}
else {
/* sample polygon */
float rotation = kernel_data.cam.bladesrotation;
- return regular_polygon_sample(blades, rotation, u, v);
+ bokeh = regular_polygon_sample(blades, rotation, u, v);
}
+
+ /* anamorphic lens bokeh */
+ bokeh.x *= kernel_data.cam.inv_aperture_ratio;
+
+ return bokeh;
}
ccl_device void camera_sample_perspective(KernelGlobals *kg, float raster_x, float raster_y, float lens_u, float lens_v, Ray *ray)
@@ -183,7 +189,8 @@ ccl_device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float
/* calculate orthonormal coordinates perpendicular to D */
float3 U, V;
- make_orthonormals(D, &U, &V);
+ U = normalize(make_float3(1.0f, 0.0f, 0.0f) - D.x * D);
+ V = normalize(cross(D, U));
/* update ray for effect of lens */
ray->P = U * lensuv.x + V * lensuv.y;