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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->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.f));
// 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;
}
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