/* * 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. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #include "COM_ConvertDepthToRadiusOperation.h" #include "BLI_math.h" #include "DNA_camera_types.h" ConvertDepthToRadiusOperation::ConvertDepthToRadiusOperation(): NodeOperation() { this->addInputSocket(COM_DT_VALUE); this->addOutputSocket(COM_DT_VALUE); this->inputOperation = NULL; this->fStop = 128.0f; this->cameraObject = NULL; this->maxRadius = 32.0f; } float ConvertDepthToRadiusOperation::determineFocalDistance() { if (cameraObject == NULL || cameraObject->type != OB_CAMERA) { return 10.0f; } else { Camera *camera= (Camera*)this->cameraObject->data; cam_lens = camera->lens; if (camera->dof_ob) { /* too simple, better to return the distance on the view axis only * return len_v3v3(ob->obmat[3], cam->dof_ob->obmat[3]); */ float mat[4][4], imat[4][4], obmat[4][4]; copy_m4_m4(obmat, cameraObject->obmat); normalize_m4(obmat); invert_m4_m4(imat, obmat); mult_m4_m4m4(mat, imat, camera->dof_ob->obmat); return (float)fabs(mat[3][2]); } return camera->YF_dofdist; } } void ConvertDepthToRadiusOperation::initExecution() { this->inputOperation = this->getInputSocketReader(0); float focalDistance = determineFocalDistance(); if (focalDistance==0.0f) focalDistance = 1e10f; /* if the dof is 0.0 then set it be be far away */ inverseFocalDistance = 1.f/focalDistance; this->aspect = (this->getWidth() > this->getHeight()) ? (this->getHeight() / (float)this->getWidth()) : (this->getWidth() / (float)this->getHeight()); this->aperture = 0.5f*(this->cam_lens / (this->aspect*32.f)) / this->fStop; float minsz = MIN2(getWidth(), getHeight()); this->dof_sp = (float)minsz / (16.f / cam_lens); // <- == aspect * MIN2(img->x, img->y) / tan(0.5f * fov); } void ConvertDepthToRadiusOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue[4]; float z; float radius; inputOperation->read(inputValue, x, y, sampler, inputBuffers); z = inputValue[0]; if (z!=0.f) { float iZ = (1.f/z); // bug #6656 part 2b, do not rescale /* bcrad = 0.5f*fabs(aperture*(dof_sp*(cam_invfdist - iZ) - 1.f)); // scale crad back to original maximum and blend crad->rect[px] = bcrad + wts->rect[px]*(scf*crad->rect[px] - bcrad); */ radius = 0.5f*fabsf(this->aperture*(dof_sp*(inverseFocalDistance - iZ) - 1.f)); // 'bug' #6615, limit minimum radius to 1 pixel, not really a solution, but somewhat mitigates the problem if (radius < 0.5f) radius = 0.5f; if (radius > maxRadius) { radius = maxRadius; } outputValue[0] = radius; } else outputValue[0] = 0.0f; } void ConvertDepthToRadiusOperation::deinitExecution() { this->inputOperation = NULL; }