Пример #1
0
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);
}
BufferParams BlenderSync::get_buffer_params(BL::RenderSettings b_render, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, Camera *cam, int width, int height)
{
	BufferParams params;
	bool use_border = false;

	params.full_width = width;
	params.full_height = height;

	if(b_v3d && b_rv3d && b_rv3d.view_perspective() != BL::RegionView3D::view_perspective_CAMERA)
		use_border = b_v3d.use_render_border();
	else
		use_border = b_render.use_border();

	if(use_border) {
		/* border render */
		/* the viewport may offset the border outside the view */
		BoundBox2D border = cam->border.clamp();
		params.full_x = (int)(border.left * (float)width);
		params.full_y = (int)(border.bottom * (float)height);
		params.width = (int)(border.right * (float)width) - params.full_x;
		params.height = (int)(border.top * (float)height) - params.full_y;

		/* survive in case border goes out of view or becomes too small */
		params.width = max(params.width, 1);
		params.height = max(params.height, 1);
	}
	else {
		params.width = width;
		params.height = height;
	}

	return params;
}
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);
}
Пример #5
0
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);
}
Пример #6
0
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();
}
Пример #7
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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()
Пример #8
0
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);
}
Пример #9
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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()