////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get render layer (by name, or first one if name is NULL) ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void BlenderSync::sync_render_layers(BL::SpaceView3D b_v3d, const char *layer) { string layername; // 3d view if(b_v3d) { PointerRNA oct_scene = RNA_pointer_get(&b_scene.ptr, "octane"); if(RNA_boolean_get(&oct_scene, "preview_active_layer")) { BL::RenderLayers layers(b_scene.render().ptr); layername = layers.active().name(); layer = layername.c_str(); } else { render_layer.use_localview = (b_v3d.local_view() ? true : false); render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view(), render_layer.use_localview); render_layer.layer = render_layer.scene_layer; render_layer.holdout_layer = 0; render_layer.material_override = PointerRNA_NULL; render_layer.use_background = true; render_layer.use_viewport_visibility = true; render_layer.samples = 0; return; } } // Render layer BL::RenderSettings r = b_scene.render(); BL::RenderSettings::layers_iterator b_rlay; bool first_layer = true; uint layer_override = get_layer(b_engine.layer_override()); uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers()); for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) { if((!layer && first_layer) || (layer && b_rlay->name() == layer)) { render_layer.name = b_rlay->name(); render_layer.holdout_layer = get_layer(b_rlay->layers_zmask()); render_layer.exclude_layer = get_layer(b_rlay->layers_exclude()); render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer; render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer; render_layer.layer = get_layer(b_rlay->layers()); render_layer.layer |= render_layer.holdout_layer; render_layer.material_override = b_rlay->material_override(); render_layer.use_background = b_rlay->use_sky(); render_layer.use_viewport_visibility = (b_v3d ? false : scene->use_viewport_hide);//false; render_layer.use_localview = false; render_layer.samples = b_rlay->samples(); } first_layer = false; } } //sync_render_layers()
BufferParams BlenderSync::get_buffer_params(BL::Scene b_scene, 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_scene.render().use_border(); if(use_border) { /* border render */ params.full_x = cam->border.left*width; params.full_y = cam->border.bottom*height; params.width = (int)(cam->border.right*width) - params.full_x; params.height = (int)(cam->border.top*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; }
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(); }
static void blender_camera_from_view(BlenderCamera *bcam, BL::RenderEngine b_engine, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, bool skip_panorama = false) { /* 3d view parameters */ bcam->nearclip = b_v3d.clip_start(); bcam->farclip = b_v3d.clip_end(); bcam->lens = b_v3d.lens(); bcam->shuttertime = b_scene.render().motion_blur_shutter(); curvemapping_to_array(b_scene.render().motion_blur_shutter_curve(), bcam->shutter_curve, RAMP_TABLE_SIZE); if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) { /* camera view */ BL::Object b_ob = (b_v3d.lock_camera_and_layers())? b_scene.camera(): b_v3d.camera(); if(b_ob) { blender_camera_from_object(bcam, b_engine, b_ob, skip_panorama); if(!skip_panorama && bcam->type == CAMERA_PANORAMA) { /* in panorama camera view, we map viewplane to camera border */ BoundBox2D view_box, cam_box; blender_camera_view_subset(b_engine, b_scene.render(), b_scene, b_ob, b_v3d, b_rv3d, width, height, &view_box, &cam_box); bcam->pano_viewplane = view_box.make_relative_to(cam_box); } else { /* magic zoom formula */ bcam->zoom = (float)b_rv3d.view_camera_zoom(); bcam->zoom = (1.41421f + bcam->zoom/50.0f); bcam->zoom *= bcam->zoom; bcam->zoom = 2.0f/bcam->zoom; /* offset */ bcam->offset = get_float2(b_rv3d.view_camera_offset()); } } } else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO) { /* orthographic view */ bcam->farclip *= 0.5f; bcam->nearclip = -bcam->farclip; float sensor_size; if(bcam->sensor_fit == BlenderCamera::VERTICAL) sensor_size = bcam->sensor_height; else sensor_size = bcam->sensor_width; bcam->type = CAMERA_ORTHOGRAPHIC; bcam->ortho_scale = b_rv3d.view_distance() * sensor_size / b_v3d.lens(); } bcam->zoom *= 2.0f; /* 3d view transform */ bcam->matrix = transform_inverse(get_transform(b_rv3d.view_matrix())); }
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(); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Fill the Octane Camera properties from Blender View data ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void BlenderSync::load_camera_from_view(Camera* cam, BL::Scene b_scene, BL::SpaceView3D b_v3d, BL::RegionView3D b_rv3d, int width, int height, float2& offset, bool skip_panorama) { float zoom; if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) { BL::Object b_ob = (b_v3d.lock_camera_and_layers()) ? b_scene.camera() : b_v3d.camera(); if(b_ob) { cam->matrix = scene->matrix * get_transform(b_ob.matrix_world()); // Magic zoom formula zoom = (float) b_rv3d.view_camera_zoom(); zoom = (1.41421f + zoom/50.0f); zoom *= zoom; zoom = 2.0f/zoom; zoom *= 2.0f; cam->zoom = zoom; offset = get_float2(b_rv3d.view_camera_offset()); load_camera_from_object(cam, b_ob, width, height, offset, skip_panorama); } } //if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_CAMERA) else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP) { cam->zoom = 2.0f; cam->near_clip_depth = b_v3d.clip_start(); cam->far_clip_depth = b_v3d.clip_end(); cam->matrix = scene->matrix * transform_inverse(get_transform(b_rv3d.view_matrix())); cam->type = CAMERA_PERSPECTIVE; if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO) cam->ortho = true; else cam->ortho = false; PointerRNA oct_camera = RNA_pointer_get(&b_scene.ptr, "oct_view_cam"); get_cam_settings(cam, oct_camera, true); cam->lens_shift_x = 0; cam->lens_shift_y = 0; cam->sensorwidth = 32.0f; cam->sensorheight = 18.0f; cam->sensor_fit = Camera::AUTO; if(cam->ortho) { float ortho_scale; get_viewport_ortho_scale(cam, b_rv3d.view_distance(), b_v3d.lens(), width, height, &ortho_scale); cam->fov = ortho_scale * cam->zoom; } else { float sensor_size; get_camera_sensor_size(cam, width, height, &sensor_size); cam->fov = 2.0f * atanf((0.5f * sensor_size * cam->zoom) / b_v3d.lens()) *180.0f / M_PI_F; } // Position cam->look_at.x = cam->eye_point.x = cam->matrix.x.w; cam->look_at.y = cam->eye_point.y = cam->matrix.y.w; cam->look_at.z = cam->eye_point.z = cam->matrix.z.w; if(cam->ortho) { float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, b_rv3d.view_distance())); cam->eye_point.x = cam->eye_point.x + dir.x; cam->eye_point.y = cam->eye_point.y + dir.y; cam->eye_point.z = cam->eye_point.z + dir.z; } else { float3 dir = transform_direction(&cam->matrix, make_float3(0.0f, 0.0f, -1.0f)); cam->look_at.x = cam->look_at.x + dir.x; cam->look_at.y = cam->look_at.y + dir.y; cam->look_at.z = cam->look_at.z + dir.z; } cam->up = normalize(transform_direction(&cam->matrix, make_float3(0.0f, 1.0f, 0.0f))); } //else if(b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_ORTHO || b_rv3d.view_perspective() == BL::RegionView3D::view_perspective_PERSP) get_camera_border(cam, b_v3d, b_rv3d, width, height); } //load_camera_from_view()
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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()