Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
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intern/cycles/render/camera.h
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93
intern/cycles/render/camera.h
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __CAMERA_H__
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#define __CAMERA_H__
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#include "film_response.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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/* 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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class Camera {
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public:
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/* motion blur */
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float shutteropen;
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float shutterclose;
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/* depth of field */
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float lensradius;
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float focaldistance;
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/* orthographic/perspective */
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bool ortho;
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float fov;
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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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float left, right, bottom, top;
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/* transformation */
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Transform matrix;
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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 rastertocamera;
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Transform cameratoworld;
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Transform worldtoraster;
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float3 dx;
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float3 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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/* functions */
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Camera();
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~Camera();
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void update();
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void device_update(Device *device, DeviceScene *dscene);
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void device_free(Device *device, DeviceScene *dscene);
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bool modified(const Camera& cam);
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void tag_update();
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};
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CCL_NAMESPACE_END
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#endif /* __CAMERA_H__ */
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