
This adds support for rendering motion blur for volumes, using their velocity field. This works for fluid simulations and imported VDB volumes. For the latter, the name of the velocity field can be set per volume object, with automatic detection of velocity fields that are split into 3 scalar grids. A new parameter is also added to scale velocity for more artistic control. Like for Alembic and USD caches, a parameter to set the unit of time in which the velocity vectors are expressed is also added. For Blender gas simulations, the velocity unit should always be in seconds, so this is only exposed for volume objects which may come from external OpenVDB files. These parameters are available under the `Render` panels for the fluid domain and the volume object data properties respectively. Credits: kernel advection code from Tangent Animation's Blackbird based on earlier work by Geraldine Chua Differential Revision: https://developer.blender.org/D14629
218 lines
5.8 KiB
C++
218 lines
5.8 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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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 "graph/node.h"
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#include "util/array.h"
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#include "util/boundbox.h"
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#include "util/projection.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 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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NODE_SOCKET_API(float, shuttertime)
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NODE_SOCKET_API(MotionPosition, motion_position)
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NODE_SOCKET_API_ARRAY(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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NODE_SOCKET_API(RollingShutterType, rolling_shutter_type)
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/* Specifies exposure time of scan-lines when using
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* rolling shutter effect.
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*/
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NODE_SOCKET_API(float, rolling_shutter_duration)
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/* depth of field */
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NODE_SOCKET_API(float, focaldistance)
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NODE_SOCKET_API(float, aperturesize)
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NODE_SOCKET_API(uint, blades)
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NODE_SOCKET_API(float, bladesrotation)
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/* type */
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NODE_SOCKET_API(CameraType, camera_type)
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NODE_SOCKET_API(float, fov)
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/* panorama */
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NODE_SOCKET_API(PanoramaType, panorama_type)
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NODE_SOCKET_API(float, fisheye_fov)
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NODE_SOCKET_API(float, fisheye_lens)
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NODE_SOCKET_API(float, latitude_min)
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NODE_SOCKET_API(float, latitude_max)
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NODE_SOCKET_API(float, longitude_min)
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NODE_SOCKET_API(float, longitude_max)
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NODE_SOCKET_API(float, fisheye_polynomial_k0)
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NODE_SOCKET_API(float, fisheye_polynomial_k1)
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NODE_SOCKET_API(float, fisheye_polynomial_k2)
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NODE_SOCKET_API(float, fisheye_polynomial_k3)
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NODE_SOCKET_API(float, fisheye_polynomial_k4)
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/* panorama stereo */
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NODE_SOCKET_API(StereoEye, stereo_eye)
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NODE_SOCKET_API(bool, use_spherical_stereo)
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NODE_SOCKET_API(float, interocular_distance)
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NODE_SOCKET_API(float, convergence_distance)
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NODE_SOCKET_API(bool, use_pole_merge)
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NODE_SOCKET_API(float, pole_merge_angle_from)
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NODE_SOCKET_API(float, pole_merge_angle_to)
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/* anamorphic lens bokeh */
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NODE_SOCKET_API(float, aperture_ratio)
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/* sensor */
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NODE_SOCKET_API(float, sensorwidth)
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NODE_SOCKET_API(float, sensorheight)
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/* clipping */
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NODE_SOCKET_API(float, nearclip)
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NODE_SOCKET_API(float, farclip)
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/* screen */
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BoundBox2D viewplane;
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, left)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, right)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, bottom)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewplane, top)
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/* width and height change during preview, so we need these for calculating dice rates. */
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NODE_SOCKET_API(int, full_width)
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NODE_SOCKET_API(int, full_height)
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/* controls how fast the dicing rate falls off for geometry out side of view */
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NODE_SOCKET_API(float, offscreen_dicing_scale)
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/* border */
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BoundBox2D border;
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NODE_SOCKET_API_STRUCT_MEMBER(float, border, left)
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NODE_SOCKET_API_STRUCT_MEMBER(float, border, right)
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NODE_SOCKET_API_STRUCT_MEMBER(float, border, bottom)
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NODE_SOCKET_API_STRUCT_MEMBER(float, border, top)
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BoundBox2D viewport_camera_border;
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, left)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, right)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, bottom)
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NODE_SOCKET_API_STRUCT_MEMBER(float, viewport_camera_border, top)
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/* transformation */
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NODE_SOCKET_API(Transform, matrix)
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/* motion */
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NODE_SOCKET_API_ARRAY(array<Transform>, motion)
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NODE_SOCKET_API(bool, use_perspective_motion)
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NODE_SOCKET_API(float, fov_pre)
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NODE_SOCKET_API(float, fov_post)
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/* computed camera parameters */
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ProjectionTransform screentoworld;
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ProjectionTransform rastertoworld;
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ProjectionTransform ndctoworld;
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Transform cameratoworld;
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ProjectionTransform worldtoraster;
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ProjectionTransform worldtoscreen;
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ProjectionTransform worldtondc;
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Transform worldtocamera;
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ProjectionTransform rastertocamera;
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ProjectionTransform cameratoraster;
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ProjectionTransform full_rastertocamera;
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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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float3 frustum_right_normal;
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float3 frustum_top_normal;
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float3 frustum_left_normal;
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float3 frustum_bottom_normal;
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/* 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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/* Kernel camera data, copied here for dicing. */
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KernelCamera kernel_camera;
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array<DecomposedTransform> kernel_camera_motion;
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private:
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int width;
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int height;
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public:
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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(Scene *scene);
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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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/* 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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/* Motion blur. */
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float motion_time(int step) const;
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int motion_step(float time) const;
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bool use_motion() const;
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void set_screen_size(int width_, int height_);
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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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