void BlenderSync::sync_camera(BL::Object b_override, int width, int height) { BlenderCamera bcam; blender_camera_init(&bcam, b_scene); /* pixel aspect */ BL::RenderSettings r = b_scene.render(); bcam.pixelaspect.x = r.pixel_aspect_x(); bcam.pixelaspect.y = r.pixel_aspect_y(); bcam.shuttertime = r.motion_blur_shutter(); /* border */ if(r.use_border()) { bcam.border.left = r.border_min_x(); bcam.border.right = r.border_max_x(); bcam.border.bottom = r.border_min_y(); bcam.border.top = r.border_max_y(); } /* camera object */ BL::Object b_ob = b_scene.camera(); if(b_override) b_ob = b_override; if(b_ob) { blender_camera_from_object(&bcam, b_ob); bcam.matrix = get_transform(b_ob.matrix_world()); } /* sync */ Camera *cam = scene->camera; blender_camera_sync(cam, &bcam, width, height); }
static void blender_camera_border(BlenderCamera *bcam, BL::RenderEngine b_engine, BL::RenderSettings b_render, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height) { bool is_camera_view; /* camera view? */ is_camera_view = b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA; if(!is_camera_view) { /* for non-camera view check whether render border is enabled for viewport * and if so use border from 3d viewport * assume viewport has got correctly clamped border already */ if(b_v3d.use_render_border()) { bcam->border.left = b_v3d.render_border_min_x(); bcam->border.right = b_v3d.render_border_max_x(); bcam->border.bottom = b_v3d.render_border_min_y(); bcam->border.top = b_v3d.render_border_max_y(); } return; } BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera(); if(!b_ob) return; /* Determine camera border inside the viewport. */ BoundBox2D full_border; blender_camera_border_subset(b_engine, b_render, b_scene, b_v3d, b_rv3d, b_ob, width, height, full_border, &bcam->viewport_camera_border); if(!b_render.use_border()) { return; } bcam->border.left = b_render.border_min_x(); bcam->border.right = b_render.border_max_x(); bcam->border.bottom = b_render.border_min_y(); bcam->border.top = b_render.border_max_y(); /* Determine viewport subset matching camera border. */ blender_camera_border_subset(b_engine, b_render, b_scene, b_v3d, b_rv3d, b_ob, width, height, bcam->border, &bcam->border); bcam->border.clamp(); }
void BlenderSync::sync_camera(BL::RenderSettings b_render, BL::Object b_override, int width, int height) { BlenderCamera bcam; blender_camera_init(&bcam, b_render); /* pixel aspect */ bcam.pixelaspect.x = b_render.pixel_aspect_x(); bcam.pixelaspect.y = b_render.pixel_aspect_y(); bcam.shuttertime = b_render.motion_blur_shutter(); /* border */ if(b_render.use_border()) { bcam.border.left = b_render.border_min_x(); bcam.border.right = b_render.border_max_x(); bcam.border.bottom = b_render.border_min_y(); bcam.border.top = b_render.border_max_y(); } /* camera object */ BL::Object b_ob = b_scene.camera(); if(b_override) b_ob = b_override; if(b_ob) { BL::Array<float, 16> b_ob_matrix; blender_camera_from_object(&bcam, b_engine, b_ob); b_engine.camera_model_matrix(b_ob, b_ob_matrix); bcam.matrix = get_transform(b_ob_matrix); } /* sync */ Camera *cam = scene->camera; blender_camera_sync(cam, &bcam, width, height); }
void BlenderSync::sync_camera(BL::RenderSettings& b_render, BL::Object& b_override, int width, int height, const char *viewname) { BlenderCamera bcam; blender_camera_init(&bcam, b_render); /* pixel aspect */ bcam.pixelaspect.x = b_render.pixel_aspect_x(); bcam.pixelaspect.y = b_render.pixel_aspect_y(); bcam.shuttertime = b_render.motion_blur_shutter(); BL::CurveMapping b_shutter_curve(b_render.motion_blur_shutter_curve()); curvemapping_to_array(b_shutter_curve, bcam.shutter_curve, RAMP_TABLE_SIZE); PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); bcam.motion_position = (Camera::MotionPosition)get_enum(cscene, "motion_blur_position", Camera::MOTION_NUM_POSITIONS, Camera::MOTION_POSITION_CENTER); bcam.rolling_shutter_type = (Camera::RollingShutterType)get_enum(cscene, "rolling_shutter_type", Camera::ROLLING_SHUTTER_NUM_TYPES, Camera::ROLLING_SHUTTER_NONE); bcam.rolling_shutter_duration = RNA_float_get(&cscene, "rolling_shutter_duration"); /* border */ if(b_render.use_border()) { bcam.border.left = b_render.border_min_x(); bcam.border.right = b_render.border_max_x(); bcam.border.bottom = b_render.border_min_y(); bcam.border.top = b_render.border_max_y(); } /* camera object */ BL::Object b_ob = b_scene.camera(); if(b_override) b_ob = b_override; if(b_ob) { BL::Array<float, 16> b_ob_matrix; blender_camera_from_object(&bcam, b_engine, b_ob); b_engine.camera_model_matrix(b_ob, bcam.use_spherical_stereo, b_ob_matrix); bcam.matrix = get_transform(b_ob_matrix); } /* sync */ Camera *cam = scene->camera; blender_camera_sync(cam, &bcam, width, height, viewname); }
static void blender_camera_border(BlenderCamera *bcam, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height) { BL::RenderSettings r = b_scene.render(); bool is_camera_view; /* camera view? */ is_camera_view = b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA; if(!is_camera_view) { /* for non-camera view check whether render border is enabled for viewport * and if so use border from 3d viewport * assume viewport has got correctly clamped border already */ if(b_v3d.use_render_border()) { bcam->border.left = b_v3d.render_border_min_x(); bcam->border.right = b_v3d.render_border_max_x(); bcam->border.bottom = b_v3d.render_border_min_y(); bcam->border.top = b_v3d.render_border_max_y(); return; } } else if(!r.use_border()) return; BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera(); if(!b_ob) return; bcam->border.left = r.border_min_x(); bcam->border.right = r.border_max_x(); bcam->border.bottom = r.border_min_y(); bcam->border.top = r.border_max_y(); /* determine camera viewport subset */ BoundBox2D view_box, cam_box; blender_camera_view_subset(b_scene, b_ob, b_v3d, b_rv3d, width, height, &view_box, &cam_box); /* determine viewport subset matching camera border */ cam_box = cam_box.make_relative_to(view_box); bcam->border = cam_box.subset(bcam->border).clamp(); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Sync rendered Camera from blender scene to Octane data ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void BlenderSync::sync_camera(BL::Object b_override, int width, int height) { Camera* cam = scene->camera; Camera prevcam = *cam; BL::RenderSettings r = b_scene.render(); cam->pixelaspect.x = r.pixel_aspect_x(); cam->pixelaspect.y = r.pixel_aspect_y(); cam->use_border = r.use_border(); if(cam->use_border) { /* border render */ cam->border.x = (uint32_t)(r.border_min_x() * (float)width); cam->border.y = (uint32_t)((1.0f - r.border_max_y()) * (float)height); cam->border.z = (uint32_t)(r.border_max_x() * (float)width); cam->border.w = (uint32_t)((1.0f - r.border_min_y()) * (float)height); } else { cam->border.x = 0; cam->border.y = 0; cam->border.z = 0; cam->border.w = 0; } if(cam->modified(prevcam)) cam->tag_update(); BL::Object b_ob = b_scene.camera(); if(b_override) b_ob = b_override; if(b_ob) { cam->matrix = scene->matrix * get_transform(b_ob.matrix_world()); float2 offset = {0}; cam->zoom = 1.0f; load_camera_from_object(cam, b_ob, width, height, offset); cam->is_hidden = (scene->use_viewport_hide ? b_ob.hide() : b_ob.hide_render()); } else cam->is_hidden = true; if(cam->modified(prevcam)) cam->tag_update(); } //sync_camera()
void BlenderSync::sync_camera(BL::RenderSettings& b_render, BL::Object& b_override, int width, int height) { BlenderCamera bcam; blender_camera_init(&bcam, b_render); /* pixel aspect */ bcam.pixelaspect.x = b_render.pixel_aspect_x(); bcam.pixelaspect.y = b_render.pixel_aspect_y(); bcam.shuttertime = b_render.motion_blur_shutter(); BL::CurveMapping b_shutter_curve(b_render.motion_blur_shutter_curve()); curvemapping_to_array(b_shutter_curve, bcam.shutter_curve, RAMP_TABLE_SIZE); PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); switch(RNA_enum_get(&cscene, "motion_blur_position")) { case 0: bcam.motion_position = Camera::MOTION_POSITION_START; break; case 1: bcam.motion_position = Camera::MOTION_POSITION_CENTER; break; case 2: bcam.motion_position = Camera::MOTION_POSITION_END; break; default: bcam.motion_position = Camera::MOTION_POSITION_CENTER; break; } switch(RNA_enum_get(&cscene, "rolling_shutter_type")) { case 0: bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_NONE; break; case 1: bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_TOP; break; default: bcam.rolling_shutter_type = Camera::ROLLING_SHUTTER_NONE; break; } bcam.rolling_shutter_duration = RNA_float_get(&cscene, "rolling_shutter_duration"); /* border */ if(b_render.use_border()) { bcam.border.left = b_render.border_min_x(); bcam.border.right = b_render.border_max_x(); bcam.border.bottom = b_render.border_min_y(); bcam.border.top = b_render.border_max_y(); } /* camera object */ BL::Object b_ob = b_scene.camera(); if(b_override) b_ob = b_override; if(b_ob) { BL::Array<float, 16> b_ob_matrix; blender_camera_from_object(&bcam, b_engine, b_ob); b_engine.camera_model_matrix(b_ob, b_ob_matrix); bcam.matrix = get_transform(b_ob_matrix); } /* sync */ Camera *cam = scene->camera; blender_camera_sync(cam, &bcam, width, height); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Sync rendered View from blender scene to Octane camera data ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void BlenderSync::get_camera_border(Camera *cam, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height) { BL::RenderSettings r = b_scene.render(); /* camera view? */ if(b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA) { /* for non-camera view check whether render border is enabled for viewport * and if so use border from 3d viewport assume viewport has got correctly clamped border already */ cam->use_border = b_v3d.use_render_border(); if(cam->use_border) { cam->border.x = (uint32_t)(b_v3d.render_border_min_x() * (float)width); cam->border.y = (uint32_t)((1.0f - b_v3d.render_border_max_y()) * (float)height); cam->border.z = (uint32_t)(b_v3d.render_border_max_x() * (float)width); cam->border.w = (uint32_t)((1.0f - b_v3d.render_border_min_y()) * (float)height); return; } } else { cam->use_border = r.use_border(); if(!cam->use_border) return; BL::Object b_ob = (b_v3d.lock_camera_and_layers()) ? b_scene.camera() : b_v3d.camera(); if(!b_ob) return; float aspectratio, xaspect, yaspect; bool horizontal_fit; // Get View plane float xratio = (float)width * cam->pixelaspect.x; float yratio = (float)height * cam->pixelaspect.y; if(cam->sensor_fit == Camera::AUTO) horizontal_fit = (xratio > yratio); else if(cam->sensor_fit == Camera::HORIZONTAL) horizontal_fit = true; else horizontal_fit = false; if(horizontal_fit) { aspectratio = xratio / yratio; xaspect = aspectratio; yaspect = 1.0f; } else { aspectratio = yratio / xratio; xaspect = 1.0f; yaspect = aspectratio; } BoundBox2D view_box(-xaspect, xaspect, -yaspect, yaspect); view_box = view_box * cam->zoom; //float view_dx = 2.0f * (aspectratio * cam->lens_shift_x + cam->offset_x * xaspect * 2.0f); //float view_dy = 2.0f * (aspectratio * cam->lens_shift_y + cam->offset_y * yaspect * 2.0f); //view_box.left += view_dx; //view_box.right += view_dx; //view_box.bottom += view_dy; //view_box.top += view_dy; view_box = view_box / aspectratio; // Get camera plane BL::ID b_ob_data = b_ob.data(); BL::Camera b_camera(b_ob_data); xratio = (float)r.resolution_x() * r.resolution_percentage() / 100; yratio = (float)r.resolution_y() * r.resolution_percentage() / 100; if(b_camera.sensor_fit() == BL::Camera::sensor_fit_AUTO) horizontal_fit = (xratio > yratio); else if(b_camera.sensor_fit() == BL::Camera::sensor_fit_HORIZONTAL) horizontal_fit = true; else horizontal_fit = false; if(horizontal_fit) { aspectratio = xratio / yratio; xaspect = aspectratio; yaspect = 1.0f; } else { aspectratio = yratio / xratio; xaspect = 1.0f; yaspect = aspectratio; } BoundBox2D cam_box(-xaspect, xaspect, -yaspect, yaspect); //float cam_dx = 2.0f * aspectratio * b_camera.shift_x(); //float cam_dy = 2.0f * aspectratio * b_camera.shift_y(); //cam_box.left += cam_dx; //cam_box.right += cam_dx; //cam_box.bottom += cam_dy; //cam_box.top += cam_dy; cam_box = cam_box / aspectratio; // Get render region cam_box = cam_box.make_relative_to(view_box); BoundBox2D orig_border(r.border_min_x(), r.border_max_x(), r.border_min_y(), r.border_max_y()); BoundBox2D border = cam_box.subset(orig_border).clamp(); cam->border.x = (uint32_t)(border.left * (float)width); cam->border.y = (uint32_t)((1.0f - border.top) * (float)height); cam->border.z = (uint32_t)(border.right * (float)width); cam->border.w = (uint32_t)((1.0f - border.bottom) * (float)height); } } //get_camera_border()