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/*
* 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;
}
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