blender/intern/cycles/render/camera.h
Kévin Dietrich 31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00

238 lines
6.5 KiB
C++

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