
This adds an option to control at what time relative to the current frame the shutter is fully opened. Supported options are: - Shutter is starting to open at the current frame - Shutter is fully opened at the current frame - Shutter is fully closed at the current frame Custom shutter time offset is possible, same as custom curve for shutter openness but those are considered nice things to have rather than something crucial. Reviewers: juicyfruit, dingto Subscribers: venomgfx, hjalti Differential Revision: https://developer.blender.org/D1380
153 lines
3.2 KiB
C++
153 lines
3.2 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 "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 {
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public:
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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,
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/* Shutter is fully open at the current frame. */
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MOTION_POSITION_CENTER,
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/* Shutter closes at the current frame. */
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MOTION_POSITION_END,
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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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/* 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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/* 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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/* 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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/* 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);
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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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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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