/* * 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->m_inputOperation = NULL; this->m_fStop = 128.0f; this->m_cameraObject = NULL; this->m_maxRadius = 32.0f; this->m_blurPostOperation = NULL; } float ConvertDepthToRadiusOperation::determineFocalDistance() { if (this->m_cameraObject == NULL || this->m_cameraObject->type != OB_CAMERA) { return 10.0f; } else { Camera *camera = (Camera *)this->m_cameraObject->data; this->m_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, this->m_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->m_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 */ this->m_inverseFocalDistance = 1.f / focalDistance; this->m_aspect = (this->getWidth() > this->getHeight()) ? (this->getHeight() / (float)this->getWidth()) : (this->getWidth() / (float)this->getHeight()); this->m_aperture = 0.5f * (this->m_cam_lens / (this->m_aspect * 32.0f)) / this->m_fStop; float minsz = MIN2(getWidth(), getHeight()); this->m_dof_sp = (float)minsz / (16.f / this->m_cam_lens); // <- == aspect * MIN2(img->x, img->y) / tan(0.5f * fov); if (this->m_blurPostOperation) { m_blurPostOperation->setSigma(m_aperture * 128.0f); } } void ConvertDepthToRadiusOperation::executePixel(float *outputValue, float x, float y, PixelSampler sampler) { float inputValue[4]; float z; float radius; this->m_inputOperation->read(inputValue, x, y, sampler); z = inputValue[0]; if (z != 0.f) { float iZ = (1.f / z); // bug #6656 part 2b, do not rescale #if 0 bcrad = 0.5f * fabs(aperture * (dof_sp * (cam_invfdist - iZ) - 1.0f)); // scale crad back to original maximum and blend crad->rect[px] = bcrad + wts->rect[px] * (scf * crad->rect[px] - bcrad); #endif radius = 0.5f * fabsf(this->m_aperture * (this->m_dof_sp * (this->m_inverseFocalDistance - iZ) - 1.f)); // 'bug' #6615, limit minimum radius to 1 pixel, not really a solution, but somewhat mitigates the problem if (radius < 0.0f) radius = 0.0f; if (radius > this->m_maxRadius) { radius = this->m_maxRadius; } outputValue[0] = radius; } else outputValue[0] = 0.0f; } void ConvertDepthToRadiusOperation::deinitExecution() { this->m_inputOperation = NULL; }