Cycles: minor refactoring of fisheye code to fit code style.

This commit is contained in:
Brecht Van Lommel
2012-05-05 19:44:35 +00:00
parent 8103381ded
commit c0331cfc09
2 changed files with 34 additions and 35 deletions

View File

@@ -134,19 +134,16 @@ __device void camera_sample_orthographic(KernelGlobals *kg, float raster_x, floa
/* Panorama Camera */
__device float3 panorama_to_direction(KernelGlobals *kg, float u, float v, Ray *ray)
__device float3 panorama_to_direction(KernelGlobals *kg, float u, float v)
{
switch (kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
return equirectangular_to_direction(u, v);
break;
case PANORAMA_FISHEYE_EQUIDISTANT:
return fisheye_to_direction(u, v, kernel_data.cam.fisheye_fov, ray);
break;
case PANORAMA_FISHEYE_EQUISOLID:
default:
return fisheye_equisolid_to_direction(u, v, kernel_data.cam.fisheye_lens, kernel_data.cam.fisheye_fov, kernel_data.cam.sensorwidth, kernel_data.cam.sensorheight, ray);
break;
switch(kernel_data.cam.panorama_type) {
case PANORAMA_EQUIRECTANGULAR:
return equirectangular_to_direction(u, v);
case PANORAMA_FISHEYE_EQUIDISTANT:
return fisheye_to_direction(u, v, kernel_data.cam.fisheye_fov);
case PANORAMA_FISHEYE_EQUISOLID:
default:
return fisheye_equisolid_to_direction(u, v, kernel_data.cam.fisheye_lens, kernel_data.cam.fisheye_fov, kernel_data.cam.sensorwidth, kernel_data.cam.sensorheight);
}
}
@@ -165,7 +162,13 @@ __device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float ra
ray->t = FLT_MAX;
#endif
ray->D = panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray);
ray->D = panorama_to_direction(kg, Pcamera.x, Pcamera.y);
/* indicates ray should not receive any light, outside of the lens */
if(len_squared(ray->D) == 0.0f) {
ray->t = 0.0f;
return;
}
/* transform ray from camera to world */
Transform cameratoworld = kernel_data.cam.cameratoworld;
@@ -185,10 +188,10 @@ __device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float ra
ray->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
ray->dD.dx = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray))) - ray->D;
ray->dD.dx = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y))) - ray->D;
Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
ray->dD.dy = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y, ray))) - ray->D;
ray->dD.dy = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y))) - ray->D;
#endif
}

View File

@@ -91,8 +91,8 @@ __device_inline void sample_uniform_hemisphere(const float3 N,
float3 *omega_in, float *pdf)
{
float z = randu;
float r = sqrtf(max(0.f, 1.f - z*z));
float phi = 2.f * M_PI_F * randv;
float r = sqrtf(max(0.0f, 1.0f - z*z));
float phi = 2.0f * M_PI_F * randv;
float x = r * cosf(phi);
float y = r * sinf(phi);
@@ -226,22 +226,20 @@ __device float3 equirectangular_to_direction(float u, float v)
/* Fisheye <- Cartesian direction */
__device float3 fisheye_to_direction(float u, float v, float fov, Ray *ray)
__device float3 fisheye_to_direction(float u, float v, float fov)
{
u = (u - 0.5f) * 2.f;
v = (v - 0.5f) * 2.f;
u = (u - 0.5f) * 2.0f;
v = (v - 0.5f) * 2.0f;
float r = sqrt(u*u + v*v);
if (r > 1.0) {
ray->t = 0.f;
return make_float3(0.f,0.f,0.f);
}
if(r > 1.0f)
return make_float3(0.0f, 0.0f, 0.0f);
float phi = acosf((r!=0.f)?u/r:0.f);
float phi = acosf((r != 0.0f)? u/r: 0.0f);
float theta = asinf(r) * (fov / M_PI_F);
if (v < 0.f) phi = -phi;
if(v < 0.0f) phi = -phi;
return make_float3(
cosf(theta),
@@ -250,23 +248,21 @@ __device float3 fisheye_to_direction(float u, float v, float fov, Ray *ray)
);
}
__device float3 fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height, Ray *ray)
__device float3 fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height)
{
u = (u - 0.5f) * width;
v = (v - 0.5f) * height;
float rmax = 2.f * lens * sinf(fov * 0.25f);
float rmax = 2.0f * lens * sinf(fov * 0.25f);
float r = sqrt(u*u + v*v);
if (r > rmax) {
ray->t = 0.f;
return make_float3(0.f,0.f,0.f);
}
if(r > rmax)
return make_float3(0.0f, 0.0f, 0.0f);
float phi = acosf((r!=0.f)?u/r:0.f);
float theta = 2.f * asinf(r/(2.f * lens));
float phi = acosf((r != 0.0f)? u/r: 0.0f);
float theta = 2.0f * asinf(r/(2.0f * lens));
if (v < 0.f) phi = -phi;
if(v < 0.0f) phi = -phi;
return make_float3(
cosf(theta),