Files
test/source/blender/blenkernel/intern/uvproject.cc
Lukas Stockner bf412ed9dd Cycles: Support for custom OSL cameras
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.

The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.

Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.

A few samples are provided as Text Editor templates.

One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.

Pull Request: https://projects.blender.org/blender/blender/pulls/129495
2025-04-25 19:27:30 +02:00

198 lines
4.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include <cmath>
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BKE_uvproject.h"
struct ProjCameraInfo {
float camangle;
float camsize;
float xasp, yasp;
float shiftx, shifty;
float rotmat[4][4];
float caminv[4][4];
bool do_persp, do_pano, do_rotmat;
};
void BKE_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
{
float pv4[4];
copy_v3_v3(pv4, source);
pv4[3] = 1.0;
/* rotmat is the object matrix in this case */
if (uci->do_rotmat) {
mul_m4_v4(uci->rotmat, pv4);
}
/* caminv is the inverse camera matrix */
mul_m4_v4(uci->caminv, pv4);
if (uci->do_pano) {
float angle = atan2f(pv4[0], -pv4[2]) / (float(M_PI) * 2.0f); /* angle around the camera */
if (uci->do_persp == false) {
target[0] = angle; /* no correct method here, just map to 0-1 */
target[1] = pv4[1] / uci->camsize;
}
else {
float vec2d[2]; /* 2D position from the camera */
vec2d[0] = pv4[0];
vec2d[1] = pv4[2];
target[0] = angle * (float(M_PI) / uci->camangle);
target[1] = pv4[1] / (len_v2(vec2d) * (uci->camsize * 2.0f));
}
}
else {
if (pv4[2] == 0.0f) {
pv4[2] = 0.00001f; /* don't allow div by 0 */
}
if (uci->do_persp == false) {
target[0] = (pv4[0] / uci->camsize);
target[1] = (pv4[1] / uci->camsize);
}
else {
target[0] = (-pv4[0] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
target[1] = (-pv4[1] * ((1.0f / uci->camsize) / pv4[2])) / 2.0f;
}
}
target[0] *= uci->xasp;
target[1] *= uci->yasp;
/* adds camera shift + 0.5 */
target[0] += uci->shiftx;
target[1] += uci->shifty;
}
void BKE_uvproject_from_view(float target[2],
float source[3],
float persmat[4][4],
float rotmat[4][4],
float winx,
float winy)
{
float pv4[4], x = 0.0, y = 0.0;
copy_v3_v3(pv4, source);
pv4[3] = 1.0;
/* rotmat is the object matrix in this case */
mul_m4_v4(rotmat, pv4);
/* almost ED_view3d_project_short */
mul_m4_v4(persmat, pv4);
if (fabsf(pv4[3]) > 0.00001f) { /* avoid division by zero */
target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0] / pv4[3];
target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1] / pv4[3];
}
else {
/* scaling is lost but give a valid result */
target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0];
target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1];
}
/* v3d->persmat seems to do this funky scaling */
if (winx > winy) {
y = (winx - winy) / 2.0f;
winy = winx;
}
else {
x = (winy - winx) / 2.0f;
winx = winy;
}
target[0] = (x + target[0]) / winx;
target[1] = (y + target[1]) / winy;
}
ProjCameraInfo *BKE_uvproject_camera_info(const Object *ob,
const float rotmat[4][4],
float winx,
float winy)
{
ProjCameraInfo uci;
const Camera *camera = static_cast<Camera *>(ob->data);
uci.do_pano = (camera->type == CAM_PANO);
uci.do_persp = ELEM(camera->type, CAM_PERSP, CAM_CUSTOM);
uci.camangle = focallength_to_fov(camera->lens, camera->sensor_x) / 2.0f;
uci.camsize = uci.do_persp ? tanf(uci.camangle) : camera->ortho_scale;
/* account for scaled cameras */
copy_m4_m4(uci.caminv, ob->object_to_world().ptr());
normalize_m4(uci.caminv);
if (invert_m4(uci.caminv)) {
ProjCameraInfo *uci_pt;
/* normal projection */
if (rotmat) {
copy_m4_m4(uci.rotmat, rotmat);
uci.do_rotmat = true;
}
else {
uci.do_rotmat = false;
}
/* also make aspect ratio adjustment factors */
if (winx > winy) {
uci.xasp = 1.0f;
uci.yasp = winx / winy;
}
else {
uci.xasp = winy / winx;
uci.yasp = 1.0f;
}
/* include 0.5f here to move the UVs into the center */
uci.shiftx = 0.5f - (camera->shiftx * uci.xasp);
uci.shifty = 0.5f - (camera->shifty * uci.yasp);
uci_pt = MEM_mallocN<ProjCameraInfo>(__func__);
*uci_pt = uci;
return uci_pt;
}
return nullptr;
}
void BKE_uvproject_camera_info_free(ProjCameraInfo *uci)
{
MEM_freeN(uci);
}
void BKE_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
{
float pv[3];
mul_v3_m4v3(pv, rotmat, source);
/* ortho projection */
target[0] = -pv[0];
target[1] = pv[2];
}
void BKE_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
{
uci->xasp *= scale_x;
uci->yasp *= scale_y;
}