203 lines
4.4 KiB
C++
203 lines
4.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __CAMERA_H__
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#define __CAMERA_H__
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#include "kernel_types.h"
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#include "node.h"
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#include "util_boundbox.h"
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#include "util_transform.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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/* Camera
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*
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* The camera parameters are quite standard, tested to be both compatible with
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* Renderman, and Blender after remapping.
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*/
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class Camera : public Node {
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public:
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NODE_DECLARE;
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/* Specifies an offset for the shutter's time interval. */
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enum MotionPosition {
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/* Shutter opens at the current frame. */
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MOTION_POSITION_START = 0,
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/* Shutter is fully open at the current frame. */
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MOTION_POSITION_CENTER = 1,
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/* Shutter closes at the current frame. */
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MOTION_POSITION_END = 2,
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MOTION_NUM_POSITIONS,
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};
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/* Specifies rolling shutter effect. */
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enum RollingShutterType {
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/* No rolling shutter effect. */
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ROLLING_SHUTTER_NONE = 0,
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/* Sensor is being scanned vertically from top to bottom. */
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ROLLING_SHUTTER_TOP = 1,
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ROLLING_SHUTTER_NUM_TYPES,
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};
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/* Stereo Type */
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enum StereoEye {
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STEREO_NONE,
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STEREO_LEFT,
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STEREO_RIGHT,
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};
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/* motion blur */
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float shuttertime;
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MotionPosition motion_position;
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array<float> shutter_curve;
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size_t shutter_table_offset;
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/* ** Rolling shutter effect. ** */
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/* Defines rolling shutter effect type. */
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RollingShutterType rolling_shutter_type;
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/* Specifies exposure time of scanlines when using
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* rolling shutter effect.
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*/
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float rolling_shutter_duration;
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/* depth of field */
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float focaldistance;
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float aperturesize;
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uint blades;
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float bladesrotation;
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/* type */
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CameraType type;
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float fov;
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/* panorama */
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PanoramaType panorama_type;
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float fisheye_fov;
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float fisheye_lens;
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float latitude_min;
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float latitude_max;
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float longitude_min;
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float longitude_max;
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/* panorama stereo */
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StereoEye stereo_eye;
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bool use_spherical_stereo;
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float interocular_distance;
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float convergence_distance;
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bool use_pole_merge;
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float pole_merge_angle_from;
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float pole_merge_angle_to;
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/* anamorphic lens bokeh */
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float aperture_ratio;
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/* sensor */
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float sensorwidth;
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float sensorheight;
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/* clipping */
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float nearclip;
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float farclip;
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/* screen */
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int width, height;
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int resolution;
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BoundBox2D viewplane;
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/* width and height change during preview, so we need these for calculating dice rates. */
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int full_width, full_height;
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/* border */
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BoundBox2D border;
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BoundBox2D viewport_camera_border;
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/* transformation */
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Transform matrix;
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/* motion */
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MotionTransform motion;
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bool use_motion, use_perspective_motion;
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float fov_pre, fov_post;
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PerspectiveMotionTransform perspective_motion;
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/* computed camera parameters */
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Transform screentoworld;
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Transform rastertoworld;
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Transform ndctoworld;
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Transform cameratoworld;
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Transform worldtoraster;
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Transform worldtoscreen;
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Transform worldtondc;
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Transform worldtocamera;
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Transform rastertocamera;
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Transform cameratoraster;
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float3 dx;
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float3 dy;
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float3 full_dx;
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float3 full_dy;
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/* update */
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bool need_update;
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bool need_device_update;
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bool need_flags_update;
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int previous_need_motion;
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/* functions */
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Camera();
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~Camera();
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void compute_auto_viewplane();
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void update();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_volume(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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bool modified(const Camera& cam);
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bool motion_modified(const Camera& cam);
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void tag_update();
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/* Public utility functions. */
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BoundBox viewplane_bounds_get();
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/* Calculates the width of a pixel at point in world space. */
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float world_to_raster_size(float3 P);
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private:
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/* Private utility functions. */
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float3 transform_raster_to_world(float raster_x, float raster_y);
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};
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CCL_NAMESPACE_END
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#endif /* __CAMERA_H__ */
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