/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #ifndef __CAMERA_H__ #define __CAMERA_H__ #include "kernel/types.h" #include "graph/node.h" #include "util/array.h" #include "util/boundbox.h" #include "util/projection.h" #include "util/transform.h" #include "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 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, 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) NODE_SOCKET_API(float, fisheye_polynomial_k0) NODE_SOCKET_API(float, fisheye_polynomial_k1) NODE_SOCKET_API(float, fisheye_polynomial_k2) NODE_SOCKET_API(float, fisheye_polynomial_k3) NODE_SOCKET_API(float, fisheye_polynomial_k4) /* 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, 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 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__ */