Beispiel #1
0
CCL_NAMESPACE_BEGIN

Camera::Camera()
{
	shuttertime = 1.0f;

	aperturesize = 0.0f;
	focaldistance = 10.0f;
	blades = 0;
	bladesrotation = 0.0f;

	matrix = transform_identity();

	motion.pre = transform_identity();
	motion.post = transform_identity();
	use_motion = false;
	use_perspective_motion = false;

	aperture_ratio = 1.0f;

	type = CAMERA_PERSPECTIVE;
	panorama_type = PANORAMA_EQUIRECTANGULAR;
	fisheye_fov = M_PI_F;
	fisheye_lens = 10.5f;
	latitude_min = -M_PI_2_F;
	latitude_max = M_PI_2_F;
	longitude_min = -M_PI_F;
	longitude_max = M_PI_F;
	fov = M_PI_4_F;

	sensorwidth = 0.036f;
	sensorheight = 0.024f;

	nearclip = 1e-5f;
	farclip = 1e5f;

	width = 1024;
	height = 512;
	resolution = 1;

	viewplane.left = -((float)width/(float)height);
	viewplane.right = (float)width/(float)height;
	viewplane.bottom = -1.0f;
	viewplane.top = 1.0f;

	screentoworld = transform_identity();
	rastertoworld = transform_identity();
	ndctoworld = transform_identity();
	rastertocamera = transform_identity();
	cameratoworld = transform_identity();
	worldtoraster = transform_identity();

	dx = make_float3(0.0f, 0.0f, 0.0f);
	dy = make_float3(0.0f, 0.0f, 0.0f);

	need_update = true;
	need_device_update = true;
	need_flags_update = true;
	previous_need_motion = -1;
}
Beispiel #2
0
Transform transform_inverse(const Transform& tfm)
{
	union { Transform T; float M[4][4]; } R, M;
	
	R.T = transform_identity();
	M.T = tfm;

	if(!transform_matrix4_gj_inverse(R.M, M.M))
		return transform_identity();

	return R.T;
}
Beispiel #3
0
static int bb_render_glyph(void *backend_data, drawctx_t *context,
    source_t *source, sysarg_t ox, sysarg_t oy, glyph_id_t glyph_id)
{
	bitmap_backend_data_t *data = (bitmap_backend_data_t *) backend_data;
	
	glyph_metrics_t glyph_metrics;
	int rc = bb_get_glyph_metrics(backend_data, glyph_id, &glyph_metrics);
	if (rc != EOK)
		return rc;
	
	surface_t *glyph_surface;
	rc = get_glyph_surface(data, glyph_id, &glyph_surface);
	if (rc != EOK)
		return rc;
	
	native_t x = ox + glyph_metrics.left_side_bearing;
	native_t y = oy - glyph_metrics.ascender;
	
	transform_t transform;
	transform_identity(&transform);
	transform_translate(&transform, x, y);
	source_set_transform(source, transform);
	source_set_mask(source, glyph_surface, false);
	drawctx_transfer(context, x, y, glyph_metrics.width,
	    glyph_metrics.height);

	return EOK;
}
Beispiel #4
0
static int get_glyph_surface(bitmap_backend_data_t *data, glyph_id_t glyph_id,
    surface_t **result)
{
	if (glyph_id >= data->glyph_count)
		return ENOENT;
	
	if (data->glyph_cache[glyph_id].surface != NULL) {
		*result = data->glyph_cache[glyph_id].surface;
		return EOK;
	}
	
	surface_t *raw_surface;
	int rc = data->decoder->load_glyph_surface(data->decoder_data, glyph_id,
	    &raw_surface);
	if (rc != EOK)
		return rc;
	
	sysarg_t w;
	sysarg_t h;
	surface_get_resolution(raw_surface, &w, &h);
	
	if (!data->scale) {
		*result = raw_surface;
		return EOK;
	}
	
	source_t source;
	source_init(&source);
	source_set_texture(&source, raw_surface, PIXELMAP_EXTEND_TRANSPARENT_BLACK);

	transform_t transform;
	transform_identity(&transform);
	transform_translate(&transform, 0.5, 0.5);
	transform_scale(&transform, data->scale_ratio, data->scale_ratio);
	source_set_transform(&source, transform);

	surface_coord_t scaled_width = (data->scale_ratio * ((double) w) + 0.5);
	surface_coord_t scaled_height = (data->scale_ratio * ((double) h) + 0.5);

	surface_t *scaled_surface = surface_create(scaled_width, scaled_height,
	    NULL, 0);
	if (!scaled_surface) {
		surface_destroy(raw_surface);
		return ENOMEM;
	}

	drawctx_t context;
	drawctx_init(&context, scaled_surface);
	drawctx_set_source(&context, &source);
	drawctx_transfer(&context, 0, 0, scaled_width, scaled_height);

	surface_destroy(raw_surface);
	
	data->glyph_cache[glyph_id].surface = scaled_surface;
	*result = scaled_surface;
	return EOK;
}
Beispiel #5
0
	XMLReadState()
	  : scene(NULL),
	    smooth(false),
	    shader(0),
	    dicing_rate(0.0f),
	    displacement_method(Mesh::DISPLACE_BUMP)
	{
		tfm = transform_identity();
	}
Beispiel #6
0
void source_init(source_t *source)
{
	transform_identity(&source->transform);
	source->filter = filter_nearest;
	
	source->color = PIXEL(0, 0, 0, 0);
	source->texture = NULL;
	source->texture_tile = false;

	source->alpha = PIXEL(255, 0, 0, 0);
	source->mask = NULL;
	source->mask_tile = false;
}
Beispiel #7
0
OCT_NAMESPACE_BEGIN

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// CONSTRUCTOR
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Object::Object(Scene* scene_) {
    scene       = scene_;
	name        = "";
	mesh        = 0;
    light       = 0;
	tfm         = transform_identity();
	visibility  = true;
	random_id   = 0;
	pass_id     = 0;
	particle_id = 0;
	use_holdout = false;
    need_update = true;
} //Object()
Beispiel #8
0
Camera::Camera()
: Node(node_type)
{
	shutter_table_offset = TABLE_OFFSET_INVALID;

	width = 1024;
	height = 512;
	resolution = 1;

	motion.pre = transform_identity();
	motion.post = transform_identity();
	use_motion = false;
	use_perspective_motion = false;

	shutter_curve.resize(RAMP_TABLE_SIZE);
	for(int i = 0; i < shutter_curve.size(); ++i) {
		shutter_curve[i] = 1.0f;
	}

	compute_auto_viewplane();

	screentoworld = transform_identity();
	rastertoworld = transform_identity();
	ndctoworld = transform_identity();
	rastertocamera = transform_identity();
	cameratoworld = transform_identity();
	worldtoraster = transform_identity();

	dx = make_float3(0.0f, 0.0f, 0.0f);
	dy = make_float3(0.0f, 0.0f, 0.0f);

	need_update = true;
	need_device_update = true;
	need_flags_update = true;
	previous_need_motion = -1;
}
void Camera::update()
{
	if(!need_update)
		return;

	/* Full viewport to camera border in the viewport. */
	Transform fulltoborder = transform_from_viewplane(viewport_camera_border);
	Transform bordertofull = transform_inverse(fulltoborder);

	/* ndc to raster */
	Transform screentocamera;
	Transform ndctoraster = transform_scale(width, height, 1.0f) * bordertofull;

	/* raster to screen */
	Transform screentondc = fulltoborder * transform_from_viewplane(viewplane);

	Transform screentoraster = ndctoraster * screentondc;
	Transform rastertoscreen = transform_inverse(screentoraster);

	/* screen to camera */
	if(type == CAMERA_PERSPECTIVE)
		screentocamera = transform_inverse(transform_perspective(fov, nearclip, farclip));
	else if(type == CAMERA_ORTHOGRAPHIC)
		screentocamera = transform_inverse(transform_orthographic(nearclip, farclip));
	else
		screentocamera = transform_identity();
	
	Transform cameratoscreen = transform_inverse(screentocamera);

	rastertocamera = screentocamera * rastertoscreen;
	cameratoraster = screentoraster * cameratoscreen;

	cameratoworld = matrix;
	screentoworld = cameratoworld * screentocamera;
	rastertoworld = cameratoworld * rastertocamera;
	ndctoworld = rastertoworld * ndctoraster;

	/* note we recompose matrices instead of taking inverses of the above, this
	 * is needed to avoid inverting near degenerate matrices that happen due to
	 * precision issues with large scenes */
	worldtocamera = transform_inverse(matrix);
	worldtoscreen = cameratoscreen * worldtocamera;
	worldtondc = screentondc * worldtoscreen;
	worldtoraster = ndctoraster * worldtondc;

	/* differentials */
	if(type == CAMERA_ORTHOGRAPHIC) {
		dx = transform_direction(&rastertocamera, make_float3(1, 0, 0));
		dy = transform_direction(&rastertocamera, make_float3(0, 1, 0));
	}
	else if(type == CAMERA_PERSPECTIVE) {
		dx = transform_perspective(&rastertocamera, make_float3(1, 0, 0)) -
		     transform_perspective(&rastertocamera, make_float3(0, 0, 0));
		dy = transform_perspective(&rastertocamera, make_float3(0, 1, 0)) -
		     transform_perspective(&rastertocamera, make_float3(0, 0, 0));
	}
	else {
		dx = make_float3(0.0f, 0.0f, 0.0f);
		dy = make_float3(0.0f, 0.0f, 0.0f);
	}

	dx = transform_direction(&cameratoworld, dx);
	dy = transform_direction(&cameratoworld, dy);

	need_update = false;
	need_device_update = true;
	need_flags_update = true;
}
Beispiel #10
0
void BVH4::refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility)
{
	if(leaf) {
		int4 *data = &pack.leaf_nodes[idx];
		int4 c = data[0];
		/* Refit leaf node. */
		for(int prim = c.x; prim < c.y; prim++) {
			int pidx = pack.prim_index[prim];
			int tob = pack.prim_object[prim];
			Object *ob = objects[tob];

			if(pidx == -1) {
				/* Object instance. */
				bbox.grow(ob->bounds);
			}
			else {
				/* Primitives. */
				const Mesh *mesh = ob->mesh;

				if(pack.prim_type[prim] & PRIMITIVE_ALL_CURVE) {
					/* Curves. */
					int str_offset = (params.top_level)? mesh->curve_offset: 0;
					Mesh::Curve curve = mesh->get_curve(pidx - str_offset);
					int k = PRIMITIVE_UNPACK_SEGMENT(pack.prim_type[prim]);

					curve.bounds_grow(k, &mesh->curve_keys[0], &mesh->curve_radius[0], bbox);

					visibility |= PATH_RAY_CURVE;

					/* Motion curves. */
					if(mesh->use_motion_blur) {
						Attribute *attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

						if(attr) {
							size_t mesh_size = mesh->curve_keys.size();
							size_t steps = mesh->motion_steps - 1;
							float3 *key_steps = attr->data_float3();

							for(size_t i = 0; i < steps; i++)
								curve.bounds_grow(k, key_steps + i*mesh_size, &mesh->curve_radius[0], bbox);
						}
					}
				}
				else {
					/* Triangles. */
					int tri_offset = (params.top_level)? mesh->tri_offset: 0;
					Mesh::Triangle triangle = mesh->get_triangle(pidx - tri_offset);
					const float3 *vpos = &mesh->verts[0];

					triangle.bounds_grow(vpos, bbox);

					/* Motion triangles. */
					if(mesh->use_motion_blur) {
						Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

						if(attr) {
							size_t mesh_size = mesh->verts.size();
							size_t steps = mesh->motion_steps - 1;
							float3 *vert_steps = attr->data_float3();

							for(size_t i = 0; i < steps; i++)
								triangle.bounds_grow(vert_steps + i*mesh_size, bbox);
						}
					}
				}
			}
			visibility |= ob->visibility_for_tracing();
		}
		/* TODO(sergey): This is actually a copy of pack_leaf(),
		 * but this chunk of code only knows actual data and has
		 * no idea about BVHNode.
		 *
		 * Would be nice to de-duplicate code, but trying to make
		 * making code more general ends up in much nastier code
		 * in my opinion so far.
		 *
		 * Same applies to the inner nodes case below.
		 */
		float4 leaf_data[BVH_QNODE_LEAF_SIZE];
		leaf_data[0].x = __int_as_float(c.x);
		leaf_data[0].y = __int_as_float(c.y);
		leaf_data[0].z = __uint_as_float(visibility);
		leaf_data[0].w = __uint_as_float(c.w);
		memcpy(&pack.leaf_nodes[idx], leaf_data, sizeof(float4)*BVH_QNODE_LEAF_SIZE);
	}
	else {
		int4 *data = &pack.nodes[idx];
		bool is_unaligned = (data[0].x & PATH_RAY_NODE_UNALIGNED) != 0;
		int4 c;
		if(is_unaligned) {
			c = data[13];
		}
		else {
			c = data[7];
		}
		/* Refit inner node, set bbox from children. */
		BoundBox child_bbox[4] = {BoundBox::empty,
		                          BoundBox::empty,
		                          BoundBox::empty,
		                          BoundBox::empty};
		uint child_visibility[4] = {0};
		int num_nodes = 0;

		for(int i = 0; i < 4; ++i) {
			if(c[i] != 0) {
				refit_node((c[i] < 0)? -c[i]-1: c[i], (c[i] < 0),
				           child_bbox[i], child_visibility[i]);
				++num_nodes;
				bbox.grow(child_bbox[i]);
				visibility |= child_visibility[i];
			}
		}

		if(is_unaligned) {
			Transform aligned_space[4] = {transform_identity(),
			                              transform_identity(),
			                              transform_identity(),
			                              transform_identity()};
			pack_unaligned_node(idx,
			                    aligned_space,
			                    child_bbox,
			                    &c[0],
			                    visibility,
			                    0.0f,
			                    1.0f,
			                    4);
		}
		else {
			pack_aligned_node(idx,
			                  child_bbox,
			                  &c[0],
			                  visibility,
			                  0.0f,
			                  1.0f,
			                  4);
		}
	}
}
Beispiel #11
0
void BVH8::refit_node(int idx, bool leaf, BoundBox &bbox, uint &visibility)
{
  if (leaf) {
    int4 *data = &pack.leaf_nodes[idx];
    int4 c = data[0];
    /* Refit leaf node. */
    for (int prim = c.x; prim < c.y; prim++) {
      int pidx = pack.prim_index[prim];
      int tob = pack.prim_object[prim];
      Object *ob = objects[tob];

      if (pidx == -1) {
        /* Object instance. */
        bbox.grow(ob->bounds);
      }
      else {
        /* Primitives. */
        const Mesh *mesh = ob->mesh;

        if (pack.prim_type[prim] & PRIMITIVE_ALL_CURVE) {
          /* Curves. */
          int str_offset = (params.top_level) ? mesh->curve_offset : 0;
          Mesh::Curve curve = mesh->get_curve(pidx - str_offset);
          int k = PRIMITIVE_UNPACK_SEGMENT(pack.prim_type[prim]);

          curve.bounds_grow(k, &mesh->curve_keys[0], &mesh->curve_radius[0], bbox);

          visibility |= PATH_RAY_CURVE;

          /* Motion curves. */
          if (mesh->use_motion_blur) {
            Attribute *attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

            if (attr) {
              size_t mesh_size = mesh->curve_keys.size();
              size_t steps = mesh->motion_steps - 1;
              float3 *key_steps = attr->data_float3();

              for (size_t i = 0; i < steps; i++) {
                curve.bounds_grow(k, key_steps + i * mesh_size, &mesh->curve_radius[0], bbox);
              }
            }
          }
        }
        else {
          /* Triangles. */
          int tri_offset = (params.top_level) ? mesh->tri_offset : 0;
          Mesh::Triangle triangle = mesh->get_triangle(pidx - tri_offset);
          const float3 *vpos = &mesh->verts[0];

          triangle.bounds_grow(vpos, bbox);

          /* Motion triangles. */
          if (mesh->use_motion_blur) {
            Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);

            if (attr) {
              size_t mesh_size = mesh->verts.size();
              size_t steps = mesh->motion_steps - 1;
              float3 *vert_steps = attr->data_float3();

              for (size_t i = 0; i < steps; i++) {
                triangle.bounds_grow(vert_steps + i * mesh_size, bbox);
              }
            }
          }
        }
      }

      visibility |= ob->visibility;
    }

    float4 leaf_data[BVH_ONODE_LEAF_SIZE];
    leaf_data[0].x = __int_as_float(c.x);
    leaf_data[0].y = __int_as_float(c.y);
    leaf_data[0].z = __uint_as_float(visibility);
    leaf_data[0].w = __uint_as_float(c.w);
    memcpy(&pack.leaf_nodes[idx], leaf_data, sizeof(float4) * BVH_ONODE_LEAF_SIZE);
  }
  else {
    float8 *data = (float8 *)&pack.nodes[idx];
    bool is_unaligned = (__float_as_uint(data[0].a) & PATH_RAY_NODE_UNALIGNED) != 0;
    /* Refit inner node, set bbox from children. */
    BoundBox child_bbox[8] = {BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty,
                              BoundBox::empty};
    int child[8];
    uint child_visibility[8] = {0};
    int num_nodes = 0;

    for (int i = 0; i < 8; ++i) {
      child[i] = __float_as_int(data[(is_unaligned) ? 13 : 7][i]);

      if (child[i] != 0) {
        refit_node((child[i] < 0) ? -child[i] - 1 : child[i],
                   (child[i] < 0),
                   child_bbox[i],
                   child_visibility[i]);
        ++num_nodes;
        bbox.grow(child_bbox[i]);
        visibility |= child_visibility[i];
      }
    }

    if (is_unaligned) {
      Transform aligned_space[8] = {transform_identity(),
                                    transform_identity(),
                                    transform_identity(),
                                    transform_identity(),
                                    transform_identity(),
                                    transform_identity(),
                                    transform_identity(),
                                    transform_identity()};
      pack_unaligned_node(
          idx, aligned_space, child_bbox, child, visibility, 0.0f, 1.0f, num_nodes);
    }
    else {
      pack_aligned_node(idx, child_bbox, child, visibility, 0.0f, 1.0f, num_nodes);
    }
  }
}
Beispiel #12
0
 void read(istream& stream)
 {
     read(stream, transform_identity());
 }
Beispiel #13
0
void source_reset_transform(source_t *source)
{
	transform_identity(&source->transform);
}
Beispiel #14
0
Camera::Camera()
{
	shuttertime = 1.0f;
	motion_position = MOTION_POSITION_CENTER;
	shutter_table_offset = TABLE_OFFSET_INVALID;

	aperturesize = 0.0f;
	focaldistance = 10.0f;
	blades = 0;
	bladesrotation = 0.0f;

	matrix = transform_identity();

	motion.pre = transform_identity();
	motion.post = transform_identity();
	use_motion = false;
	use_perspective_motion = false;

	aperture_ratio = 1.0f;

	type = CAMERA_PERSPECTIVE;
	panorama_type = PANORAMA_EQUIRECTANGULAR;
	fisheye_fov = M_PI_F;
	fisheye_lens = 10.5f;
	latitude_min = -M_PI_2_F;
	latitude_max = M_PI_2_F;
	longitude_min = -M_PI_F;
	longitude_max = M_PI_F;
	fov = M_PI_4_F;
	fov_pre = fov_post = fov;

	sensorwidth = 0.036f;
	sensorheight = 0.024f;

	nearclip = 1e-5f;
	farclip = 1e5f;

	width = 1024;
	height = 512;
	resolution = 1;

	viewplane.left = -((float)width/(float)height);
	viewplane.right = (float)width/(float)height;
	viewplane.bottom = -1.0f;
	viewplane.top = 1.0f;

	screentoworld = transform_identity();
	rastertoworld = transform_identity();
	ndctoworld = transform_identity();
	rastertocamera = transform_identity();
	cameratoworld = transform_identity();
	worldtoraster = transform_identity();

	dx = make_float3(0.0f, 0.0f, 0.0f);
	dy = make_float3(0.0f, 0.0f, 0.0f);

	need_update = true;
	need_device_update = true;
	need_flags_update = true;
	previous_need_motion = -1;

	/* Initialize shutter curve. */
	const int num_shutter_points = sizeof(shutter_curve) / sizeof(*shutter_curve);
	for(int i = 0; i < num_shutter_points; ++i) {
		shutter_curve[i] = 1.0f;
	}

	/* Initialize rolling shutter effect. */
	rolling_shutter_type = ROLLING_SHUTTER_NONE;
	rolling_shutter_duration = 0.1f;
}