Cycles: minor refactoring of fisheye code to fit code style.

This commit is contained in:
Brecht Van Lommel
2012-05-05 19:44:35 +00:00
parent 8103381ded
commit c0331cfc09
2 changed files with 34 additions and 35 deletions

View File

@@ -134,19 +134,16 @@ __device void camera_sample_orthographic(KernelGlobals *kg, float raster_x, floa
/* Panorama Camera */
__device float3 panorama_to_direction(KernelGlobals *kg, float u, float v, Ray *ray)
__device float3 panorama_to_direction(KernelGlobals *kg, float u, float v)
{
switch (kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
return equirectangular_to_direction(u, v);
break;
case PANORAMA_FISHEYE_EQUIDISTANT:
return fisheye_to_direction(u, v, kernel_data.cam.fisheye_fov, ray);
break;
case PANORAMA_FISHEYE_EQUISOLID:
default:
return fisheye_equisolid_to_direction(u, v, kernel_data.cam.fisheye_lens, kernel_data.cam.fisheye_fov, kernel_data.cam.sensorwidth, kernel_data.cam.sensorheight, ray);
break;
switch(kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
return equirectangular_to_direction(u, v);
case PANORAMA_FISHEYE_EQUIDISTANT:
return fisheye_to_direction(u, v, kernel_data.cam.fisheye_fov);
case PANORAMA_FISHEYE_EQUISOLID:
default:
return fisheye_equisolid_to_direction(u, v, kernel_data.cam.fisheye_lens, kernel_data.cam.fisheye_fov, kernel_data.cam.sensorwidth, kernel_data.cam.sensorheight);
}
}
@@ -165,7 +162,13 @@ __device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float ra
ray->t = FLT_MAX;
#endif
ray->D = panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray);
ray->D = panorama_to_direction(kg, Pcamera.x, Pcamera.y);
/* indicates ray should not receive any light, outside of the lens */
if(len_squared(ray->D) == 0.0f) {
ray->t = 0.0f;
return;
}
/* transform ray from camera to world */
Transform cameratoworld = kernel_data.cam.cameratoworld;
@@ -185,10 +188,10 @@ __device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float ra
ray->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
ray->dD.dx = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray))) - ray->D;
ray->dD.dx = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y))) - ray->D;
Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
ray->dD.dy = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray))) - ray->D;
ray->dD.dy = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y))) - ray->D;
#endif
}