Multi-View: Cycles - Spherical Stereo support (VR Panoramas)

This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices

The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)

Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).

* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER

* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)

* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).

* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.

* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.

* We have no support for interocular distance attenuation based on the proximity of the poles  (which helps to reduce the pole rotation effect/artifact).

THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451

This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.

All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case	 Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332

Reviewers: sergey, dingto

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1223
This commit is contained in:
Dalai Felinto 2016-03-10 09:28:29 -03:00
parent 1bae9c6a5b
commit de7a8af793
Notes: blender-bot 2023-02-14 11:24:03 +01:00
Referenced by issue #49750, Cycles - Bump Mapping - Bump Mapping  has weird line based of Camera clipping
22 changed files with 287 additions and 45 deletions

View File

@ -359,6 +359,10 @@ static void xml_read_camera(const XMLReadState& state, pugi::xml_node node)
xml_read_float(&cam->fisheye_fov, node, "fisheye_fov");
xml_read_float(&cam->fisheye_lens, node, "fisheye_lens");
xml_read_float(&cam->use_spherical_stereo, node, "use_spherical_stereo");
xml_read_float(&cam->interocular_distance, node, "interocular_distance");
xml_read_float(&cam->convergence_distance, node, "convergence_distance");
xml_read_float(&cam->sensorwidth, node, "sensorwidth");
xml_read_float(&cam->sensorheight, node, "sensorheight");

View File

@ -43,6 +43,7 @@ class CyclesRender(bpy.types.RenderEngine):
bl_use_preview = True
bl_use_exclude_layers = True
bl_use_save_buffers = True
bl_use_spherical_stereo = True
def __init__(self):
self.session = None

View File

@ -62,6 +62,9 @@ struct BlenderCamera {
float latitude_max;
float longitude_min;
float longitude_max;
bool use_spherical_stereo;
float interocular_distance;
float convergence_distance;
enum { AUTO, HORIZONTAL, VERTICAL } sensor_fit;
float sensor_width;
@ -110,7 +113,8 @@ static void blender_camera_init(BlenderCamera *bcam,
static float blender_camera_focal_distance(BL::RenderEngine& b_engine,
BL::Object& b_ob,
BL::Camera& b_camera)
BL::Camera& b_camera,
BlenderCamera *bcam)
{
BL::Object b_dof_object = b_camera.dof_object();
@ -119,8 +123,8 @@ static float blender_camera_focal_distance(BL::RenderEngine& b_engine,
/* for dof object, return distance along camera Z direction */
BL::Array<float, 16> b_ob_matrix;
b_engine.camera_model_matrix(b_ob, b_ob_matrix);
Transform obmat = get_transform(b_ob_matrix);
b_engine.camera_model_matrix(b_ob, bcam->use_spherical_stereo, b_ob_matrix);
Transform obmat = transform_clear_scale(get_transform(b_ob_matrix));
Transform dofmat = get_transform(b_dof_object.matrix_world());
float3 view_dir = normalize(transform_get_column(&obmat, 2));
float3 dof_dir = transform_get_column(&obmat, 3) - transform_get_column(&dofmat, 3);
@ -170,6 +174,10 @@ static void blender_camera_from_object(BlenderCamera *bcam,
bcam->longitude_min = RNA_float_get(&ccamera, "longitude_min");
bcam->longitude_max = RNA_float_get(&ccamera, "longitude_max");
bcam->interocular_distance = b_camera.stereo().interocular_distance();
bcam->convergence_distance = b_camera.stereo().convergence_distance();
bcam->use_spherical_stereo = b_engine.use_spherical_stereo(b_ob);
bcam->ortho_scale = b_camera.ortho_scale();
bcam->lens = b_camera.lens();
@ -192,10 +200,10 @@ static void blender_camera_from_object(BlenderCamera *bcam,
bcam->apertureblades = RNA_int_get(&ccamera, "aperture_blades");
bcam->aperturerotation = RNA_float_get(&ccamera, "aperture_rotation");
bcam->focaldistance = blender_camera_focal_distance(b_engine, b_ob, b_camera);
bcam->focaldistance = blender_camera_focal_distance(b_engine, b_ob, b_camera, bcam);
bcam->aperture_ratio = RNA_float_get(&ccamera, "aperture_ratio");
bcam->shift.x = b_engine.camera_shift_x(b_ob);
bcam->shift.x = b_engine.camera_shift_x(b_ob, bcam->use_spherical_stereo);
bcam->shift.y = b_camera.shift_y();
bcam->sensor_width = b_camera.sensor_width();
@ -337,7 +345,7 @@ static void blender_camera_viewplane(BlenderCamera *bcam,
}
}
static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int height)
static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int height, const char *viewname)
{
/* copy camera to compare later */
Camera prevcam = *cam;
@ -394,6 +402,20 @@ static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int
cam->longitude_min = bcam->longitude_min;
cam->longitude_max = bcam->longitude_max;
/* panorama stereo */
cam->interocular_distance = bcam->interocular_distance;
cam->convergence_distance = bcam->convergence_distance;
cam->use_spherical_stereo = bcam->use_spherical_stereo;
if(cam->use_spherical_stereo) {
if(strcmp(viewname, "left") == 0)
cam->stereo_eye = Camera::STEREO_LEFT;
else if(strcmp(viewname, "right") == 0)
cam->stereo_eye = Camera::STEREO_RIGHT;
else
cam->stereo_eye = Camera::STEREO_NONE;
}
/* anamorphic lens bokeh */
cam->aperture_ratio = bcam->aperture_ratio;
@ -435,7 +457,8 @@ static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int
void BlenderSync::sync_camera(BL::RenderSettings& b_render,
BL::Object& b_override,
int width, int height)
int width, int height,
const char *viewname)
{
BlenderCamera bcam;
blender_camera_init(&bcam, b_render);
@ -478,13 +501,13 @@ void BlenderSync::sync_camera(BL::RenderSettings& b_render,
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);
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);
blender_camera_sync(cam, &bcam, width, height, viewname);
}
void BlenderSync::sync_camera_motion(BL::RenderSettings& b_render,
@ -497,7 +520,7 @@ void BlenderSync::sync_camera_motion(BL::RenderSettings& b_render,
Camera *cam = scene->camera;
BL::Array<float, 16> b_ob_matrix;
b_engine.camera_model_matrix(b_ob, b_ob_matrix);
b_engine.camera_model_matrix(b_ob, cam->use_spherical_stereo, b_ob_matrix);
Transform tfm = get_transform(b_ob_matrix);
tfm = blender_camera_matrix(tfm, cam->type, cam->panorama_type);
@ -766,7 +789,7 @@ void BlenderSync::sync_view(BL::SpaceView3D& b_v3d,
b_v3d,
b_rv3d,
width, height);
blender_camera_sync(scene->camera, &bcam, width, height);
blender_camera_sync(scene->camera, &bcam, width, height, "");
}
BufferParams BlenderSync::get_buffer_params(BL::RenderSettings& b_render,

View File

@ -153,7 +153,6 @@ void BlenderSession::create_session()
* do some basic syncing here, no objects or materials for speed */
sync->sync_render_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height);
}
/* set buffer parameters */
@ -206,10 +205,8 @@ void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_)
/* for final render we will do full data sync per render layer, only
* do some basic syncing here, no objects or materials for speed */
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_render_layers(b_v3d, NULL);
sync->sync_integrator();
sync->sync_camera(b_render, b_camera_override, width, height);
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
@ -502,7 +499,7 @@ void BlenderSession::render()
/* update scene */
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_camera(b_render, b_camera_override, width, height);
sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
sync->sync_data(b_render,
b_v3d,
b_camera_override,
@ -642,7 +639,7 @@ void BlenderSession::bake(BL::Object& b_object,
/* update scene */
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_camera(b_render, b_camera_override, width, height);
sync->sync_camera(b_render, b_camera_override, width, height, "");
sync->sync_data(b_render,
b_v3d,
b_camera_override,
@ -808,7 +805,7 @@ void BlenderSession::synchronize()
if(b_rv3d)
sync->sync_view(b_v3d, b_rv3d, width, height);
else
sync->sync_camera(b_render, b_camera_override, width, height);
sync->sync_camera(b_render, b_camera_override, width, height, "");
/* unlock */
session->scene->mutex.unlock();

View File

@ -69,7 +69,8 @@ public:
void sync_integrator();
void sync_camera(BL::RenderSettings& b_render,
BL::Object& b_override,
int width, int height);
int width, int height,
const char *viewname);
void sync_view(BL::SpaceView3D& b_v3d,
BL::RegionView3D& b_rv3d,
int width, int height);

View File

@ -105,18 +105,32 @@ ccl_device void camera_sample_perspective(KernelGlobals *kg, float raster_x, flo
}
#endif
ray->P = transform_point(&cameratoworld, ray->P);
ray->D = transform_direction(&cameratoworld, ray->D);
float3 tP = transform_point(&cameratoworld, ray->P);
float3 tD = transform_direction(&cameratoworld, ray->D);
ray->P = spherical_stereo_position(kg, tD, tP);
ray->D = spherical_stereo_direction(kg, tD, tP, ray->P);
ray->D = normalize(ray->D);
#ifdef __RAY_DIFFERENTIALS__
/* ray differential */
float3 Ddiff = transform_direction(&cameratoworld, Pcamera);
ray->dP = differential3_zero();
ray->dD.dx = normalize(Ddiff + float4_to_float3(kernel_data.cam.dx)) - normalize(Ddiff);
ray->dD.dy = normalize(Ddiff + float4_to_float3(kernel_data.cam.dy)) - normalize(Ddiff);
tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f));
tD = transform_direction(&cameratoworld, tP);
float3 Pdiff = spherical_stereo_position(kg, tD, tP);
float3 Ddiff = normalize(spherical_stereo_direction(kg, tD, tP, Pdiff));
tP = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
tD = transform_direction(&cameratoworld, tP);
Pcamera = spherical_stereo_position(kg, tD, tP);
ray->dD.dx = normalize(spherical_stereo_direction(kg, tD, tP, Pcamera)) - Ddiff;
ray->dP.dx = Pcamera - Pdiff;
tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
tD = transform_direction(&cameratoworld, tP);
Pcamera = spherical_stereo_position(kg, tD, tP);
ray->dD.dy = normalize(spherical_stereo_direction(kg, tD, tP, Pcamera)) - Ddiff;
/* dP.dy is zero, since the omnidirectional panorama only shift the eyes horizontally */
#endif
#ifdef __CAMERA_CLIPPING__
@ -259,22 +273,32 @@ ccl_device void camera_sample_panorama(KernelGlobals *kg, float raster_x, float
}
#endif
ray->P = transform_point(&cameratoworld, ray->P);
ray->D = transform_direction(&cameratoworld, ray->D);
float3 tP = transform_point(&cameratoworld, ray->P);
float3 tD = transform_direction(&cameratoworld, ray->D);
ray->P = spherical_stereo_position(kg, tD, tP);
ray->D = spherical_stereo_direction(kg, tD, tP, ray->P);
ray->D = normalize(ray->D);
#ifdef __RAY_DIFFERENTIALS__
/* ray differential */
ray->dP = differential3_zero();
Pcamera = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f));
float3 Ddiff = normalize(transform_direction(&cameratoworld, panorama_to_direction(kg, Pcamera.x, Pcamera.y)));
tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f));
tD = transform_direction(&cameratoworld, panorama_to_direction(kg, tP.x, tP.y));
float3 Pdiff = spherical_stereo_position(kg, tD, tP);
float3 Ddiff = normalize(spherical_stereo_direction(kg, tD, tP, Pdiff));
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))) - Ddiff;
tP = transform_perspective(&rastertocamera, make_float3(raster_x + 1.0f, raster_y, 0.0f));
tD = transform_direction(&cameratoworld, panorama_to_direction(kg, tP.x, tP.y));
Pcamera = spherical_stereo_position(kg, tD, tP);
ray->dD.dx = normalize(spherical_stereo_direction(kg, tD, tP, Pcamera)) - Ddiff;
ray->dP.dx = Pcamera - Pdiff;
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))) - Ddiff;
tP = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y + 1.0f, 0.0f));
tD = transform_direction(&cameratoworld, panorama_to_direction(kg, tP.x, tP.y));
Pcamera = spherical_stereo_position(kg, tD, tP);
ray->dD.dy = normalize(spherical_stereo_direction(kg, tD, tP, Pcamera)) - Ddiff;
/* dP.dy is zero, since the omnidirectional panorama only shift the eyes horizontally */
#endif
}

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@ -222,6 +222,32 @@ ccl_device float2 direction_to_panorama(KernelGlobals *kg, float3 dir)
}
}
ccl_device float3 spherical_stereo_position(KernelGlobals *kg, float3 dir, float3 pos)
{
float3 up, side;
/* Interocular_offset of zero means either non stereo, or stereo without spherical stereo. */
up = make_float3(0.0f, 0.0f, 1.0f);
side = normalize(cross(dir, up));
return pos + (side * kernel_data.cam.interocular_offset);
}
ccl_device float3 spherical_stereo_direction(KernelGlobals *kg, float3 dir, float3 pos, float3 newpos)
{
float3 screenpos, dirnew;
/* Interocular_distance of zero means either no stereo, or stereo without spherical stereo. */
if(kernel_data.cam.interocular_offset == 0.0f)
return dir;
screenpos = pos + (normalize(dir) * kernel_data.cam.convergence_distance);
dirnew = screenpos - newpos;
return dirnew;
}
CCL_NAMESPACE_END
#endif /* __KERNEL_PROJECTION_CL__ */

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@ -901,6 +901,11 @@ typedef struct KernelCamera {
float fisheye_lens;
float4 equirectangular_range;
/* stereo */
int pad1, pad2;
float interocular_offset;
float convergence_distance;
/* matrices */
Transform cameratoworld;
Transform rastertocamera;

View File

@ -73,6 +73,9 @@ Camera::Camera()
longitude_max = M_PI_F;
fov = M_PI_4_F;
fov_pre = fov_post = fov;
stereo_eye = STEREO_NONE;
interocular_distance = 0.065f;
convergence_distance = 30.0f * 0.065f;
sensorwidth = 0.036f;
sensorheight = 0.024f;
@ -341,6 +344,21 @@ void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
kcam->equirectangular_range = make_float4(longitude_min - longitude_max, -longitude_min,
latitude_min - latitude_max, -latitude_min + M_PI_2_F);
switch(stereo_eye) {
case STEREO_LEFT:
kcam->interocular_offset = -interocular_distance * 0.5f;
break;
case STEREO_RIGHT:
kcam->interocular_offset = interocular_distance * 0.5f;
break;
case STEREO_NONE:
default:
kcam->interocular_offset = 0.0f;
break;
}
kcam->convergence_distance = convergence_distance;
/* sensor size */
kcam->sensorwidth = sensorwidth;
kcam->sensorheight = sensorheight;
@ -427,7 +445,8 @@ bool Camera::modified(const Camera& cam)
(latitude_min == cam.latitude_min) &&
(latitude_max == cam.latitude_max) &&
(longitude_min == cam.longitude_min) &&
(longitude_max == cam.longitude_max));
(longitude_max == cam.longitude_max) &&
(stereo_eye == cam.stereo_eye));
}
bool Camera::motion_modified(const Camera& cam)
@ -480,9 +499,30 @@ BoundBox Camera::viewplane_bounds_get()
BoundBox bounds = BoundBox::empty;
if(type == CAMERA_PANORAMA) {
bounds.grow(make_float3(cameratoworld.x.w,
cameratoworld.y.w,
cameratoworld.z.w));
if(use_spherical_stereo == false) {
bounds.grow(make_float3(cameratoworld.x.w,
cameratoworld.y.w,
cameratoworld.z.w));
}
else {
float half_eye_distance = interocular_distance * 0.5f;
bounds.grow(make_float3(cameratoworld.x.w + half_eye_distance,
cameratoworld.y.w,
cameratoworld.z.w));
bounds.grow(make_float3(cameratoworld.z.w,
cameratoworld.y.w + half_eye_distance,
cameratoworld.z.w));
bounds.grow(make_float3(cameratoworld.x.w - half_eye_distance,
cameratoworld.y.w,
cameratoworld.z.w));
bounds.grow(make_float3(cameratoworld.x.w,
cameratoworld.y.w - half_eye_distance,
cameratoworld.z.w));
}
}
else {
bounds.grow(transform_raster_to_world(0.0f, 0.0f));

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@ -59,6 +59,13 @@ public:
ROLLING_SHUTTER_NUM_TYPES,
};
/* Stereo Type */
enum StereoEye {
STEREO_NONE,
STEREO_LEFT,
STEREO_RIGHT,
};
/* motion blur */
float shuttertime;
MotionPosition motion_position;
@ -92,6 +99,12 @@ public:
float longitude_min;
float longitude_max;
/* panorama stereo */
StereoEye stereo_eye;
bool use_spherical_stereo;
float interocular_distance;
float convergence_distance;
/* anamorphic lens bokeh */
float aperture_ratio;

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@ -147,8 +147,12 @@ class DATA_PT_camera_stereoscopy(CameraButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
# render = context.scene.render
render = context.scene.render
st = context.camera.stereo
cam = context.camera
is_spherical_stereo = cam.type != 'ORTHO' and render.use_spherical_stereo
use_spherical_stereo = is_spherical_stereo and st.use_spherical_stereo
col = layout.column()
col.row().prop(st, "convergence_mode", expand=True)
@ -159,8 +163,14 @@ class DATA_PT_camera_stereoscopy(CameraButtonsPanel, Panel):
col.prop(st, "interocular_distance")
if is_spherical_stereo:
col.separator()
col.prop(st, "use_spherical_stereo")
col.label(text="Pivot:")
col.row().prop(st, "pivot", expand=True)
row = col.row()
row.active = not use_spherical_stereo
row.prop(st, "pivot", expand=True)
class DATA_PT_camera(CameraButtonsPanel, Panel):

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@ -144,6 +144,7 @@ void BKE_camera_multiview_view_matrix(struct RenderData *rd, struct Ob
void BKE_camera_multiview_model_matrix(struct RenderData *rd, struct Object *camera, const char *viewname, float r_modelmat[4][4]);
float BKE_camera_multiview_shift_x(struct RenderData *rd, struct Object *camera, const char *viewname);
void BKE_camera_multiview_params(struct RenderData *rd, struct CameraParams *params, struct Object *camera, const char *viewname);
bool BKE_camera_multiview_spherical_stereo(struct RenderData *rd, struct Object *camera);
#ifdef __cplusplus
}

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@ -135,6 +135,7 @@ float get_render_aosss_error(const struct RenderData *r, float error);
bool BKE_scene_use_new_shading_nodes(const struct Scene *scene);
bool BKE_scene_use_shading_nodes_custom(struct Scene *scene);
bool BKE_scene_use_spherical_stereo(struct Scene *scene);
bool BKE_scene_uses_blender_internal(const struct Scene *scene);
bool BKE_scene_uses_blender_game(const struct Scene *scene);

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@ -845,6 +845,29 @@ void BKE_camera_multiview_model_matrix(RenderData *rd, Object *camera, const cha
normalize_m4(r_modelmat);
}
bool BKE_camera_multiview_spherical_stereo(RenderData *rd, Object *camera)
{
Camera *cam;
const bool is_multiview = (rd && rd->scemode & R_MULTIVIEW) != 0;
if (!is_multiview)
return false;
if (camera->type != OB_CAMERA)
return false;
else
cam = camera->data;
if ((rd->views_format == SCE_VIEWS_FORMAT_STEREO_3D) &&
ELEM(cam->type, CAM_PANO, CAM_PERSP) &&
((cam->stereo.flag & CAM_S3D_SPHERICAL) != 0))
{
return true;
}
return false;
}
static Object *camera_multiview_advanced(Scene *scene, Object *camera, const char *suffix)
{
SceneRenderView *srv;

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@ -2192,6 +2192,12 @@ bool BKE_scene_use_shading_nodes_custom(Scene *scene)
return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM);
}
bool BKE_scene_use_spherical_stereo(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SPHERICAL_STEREO);
}
bool BKE_scene_uses_blender_internal(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER);

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@ -51,7 +51,8 @@ typedef struct CameraStereoSettings {
float convergence_distance;
short convergence_mode;
short pivot;
short pad, pad2;
short flag;
short pad;
} CameraStereoSettings;
typedef struct Camera {
@ -148,6 +149,11 @@ enum {
CAM_S3D_PIVOT_CENTER = 2,
};
/* stereo->flag */
enum {
CAM_S3D_SPHERICAL = (1 << 0),
};
#ifdef __cplusplus
}
#endif

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@ -144,6 +144,13 @@ static void rna_def_camera_stereo_data(BlenderRNA *brna)
"The converge point for the stereo cameras "
"(often the distance between a projector and the projection screen)");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, NULL);
prop = RNA_def_property(srna, "use_spherical_stereo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", CAM_S3D_SPHERICAL);
RNA_def_property_ui_text(prop, "Spherical Stereo",
"Render every pixel rotating the camera around the "
"middle of the interocular distance");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, NULL);
}
void RNA_def_camera(BlenderRNA *brna)

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@ -522,6 +522,10 @@ static void rna_def_render_engine(BlenderRNA *brna)
prop = RNA_def_boolean(func, "do_break", 0, "Break", "");
RNA_def_function_return(func, prop);
func = RNA_def_function(srna, "active_view_get", "RE_engine_active_view_get");
prop = RNA_def_string(func, "view", NULL, 0, "View", "Single view active");
RNA_def_function_return(func, prop);
func = RNA_def_function(srna, "active_view_set", "RE_engine_active_view_set");
RNA_def_string(func, "view", NULL, 0, "View", "Single view to set as active"); /* NULL ok here */
RNA_def_property_flag(prop, PROP_REQUIRED);
@ -529,15 +533,23 @@ static void rna_def_render_engine(BlenderRNA *brna)
func = RNA_def_function(srna, "camera_shift_x", "RE_engine_get_camera_shift_x");
prop = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_property_flag(prop, PROP_REQUIRED);
prop = RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
prop = RNA_def_float(func, "shift_x", 0.0f, 0.0f, FLT_MAX, "Shift X", "", 0.0f, FLT_MAX);
RNA_def_function_return(func, prop);
func = RNA_def_function(srna, "camera_model_matrix", "RE_engine_get_camera_model_matrix");
prop = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_property_flag(prop, PROP_REQUIRED);
prop = RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
prop = RNA_def_float_matrix(func, "r_model_matrix", 4, 4, NULL, 0.0f, 0.0f, "Model Matrix", "Normalized camera model matrix", 0.0f, 0.0f);
RNA_def_property_flag(prop, PROP_REQUIRED);
func = RNA_def_function(srna, "use_spherical_stereo", "RE_engine_get_spherical_stereo");
prop = RNA_def_pointer(func, "camera", "Object", "", "");
RNA_def_property_flag(prop, PROP_REQUIRED);
prop = RNA_def_boolean(func, "use_spherical_stereo", 0, "Spherical Stereo", "");
RNA_def_function_return(func, prop);
func = RNA_def_function(srna, "update_stats", "RE_engine_update_stats");
RNA_def_function_ui_description(func, "Update and signal to redraw render status text");
prop = RNA_def_string(func, "stats", NULL, 0, "Stats", "");
@ -667,6 +679,10 @@ static void rna_def_render_engine(BlenderRNA *brna)
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_SAVE_BUFFERS);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
prop = RNA_def_property(srna, "bl_use_spherical_stereo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "type->flag", RE_USE_SPHERICAL_STEREO);
RNA_def_property_flag(prop, PROP_REGISTER_OPTIONAL);
RNA_define_verify_sdna(1);
}

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@ -1470,6 +1470,12 @@ static int rna_RenderSettings_use_shading_nodes_get(PointerRNA *ptr)
return BKE_scene_use_new_shading_nodes(scene);
}
static int rna_RenderSettings_use_spherical_stereo_get(PointerRNA *ptr)
{
Scene *scene = (Scene *)ptr->id.data;
return BKE_scene_use_spherical_stereo(scene);
}
static int rna_RenderSettings_use_game_engine_get(PointerRNA *ptr)
{
RenderData *rd = (RenderData *)ptr->data;
@ -5945,6 +5951,11 @@ static void rna_def_scene_render_data(BlenderRNA *brna)
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Use Shading Nodes", "Active render engine uses new shading nodes system");
prop = RNA_def_property(srna, "use_spherical_stereo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_RenderSettings_use_spherical_stereo_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Use Spherical Stereo", "Active render engine supports spherical stereo rendering");
prop = RNA_def_property(srna, "use_game_engine", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_funcs(prop, "rna_RenderSettings_use_game_engine_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);

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@ -62,6 +62,7 @@ struct BakePixel;
#define RE_USE_SAVE_BUFFERS 64
#define RE_USE_TEXTURE_PREVIEW 128
#define RE_USE_SHADING_NODES_CUSTOM 256
#define RE_USE_SPHERICAL_STEREO 512
/* RenderEngine.flag */
#define RE_ENGINE_ANIMATION 1
@ -140,9 +141,11 @@ struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y,
void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel, int merge_results);
const char *RE_engine_active_view_get(RenderEngine *engine);
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera);
void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, float *r_modelmat);
float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera, int use_spherical_stereo);
void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, int use_spherical_stereo, float *r_modelmat);
int RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
int RE_engine_test_break(RenderEngine *engine);
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);

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@ -372,24 +372,46 @@ void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
}
}
const char *RE_engine_active_view_get(RenderEngine *engine)
{
Render *re = engine->re;
return RE_GetActiveRenderView(re);
}
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
{
Render *re = engine->re;
RE_SetActiveRenderView(re, viewname);
}
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera)
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, int use_spherical_stereo)
{
Render *re = engine->re;
/* when using spherical stereo, get camera shift without multiview, leaving stereo to be handled by the engine */
if (use_spherical_stereo)
re = NULL;
return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname);
}
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, float *r_modelmat)
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, int use_spherical_stereo, float *r_modelmat)
{
Render *re = engine->re;
/* when using spherical stereo, get model matrix without multiview, leaving stereo to be handled by the engine */
if (use_spherical_stereo)
re = NULL;
BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat);
}
int RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
{
Render *re = engine->re;
return BKE_camera_multiview_spherical_stereo(re ? &re->r : NULL, camera) ? 1 : 0;
}
rcti* RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
{
static rcti tiles_static[BLENDER_MAX_THREADS];

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@ -230,9 +230,11 @@ void RE_texture_rng_init() RET_NONE
void RE_texture_rng_exit() RET_NONE
bool RE_layers_have_name(struct RenderResult *result) {STUB_ASSERT(0); return 0;}
const char *RE_engine_active_view_get(struct RenderEngine *engine) RET_NULL
void RE_engine_active_view_set(struct RenderEngine *engine, const char *viewname) {STUB_ASSERT(0);}
void RE_engine_get_camera_model_matrix(struct RenderEngine *engine, struct Object *camera, float *r_modelmat) {STUB_ASSERT(0);}
float RE_engine_get_camera_shift_x(struct RenderEngine *engine, struct Object *camera) RET_ZERO
void RE_engine_get_camera_model_matrix(struct RenderEngine *engine, struct Object *camera, int use_spherical_stereo, float *r_modelmat) {STUB_ASSERT(0);}
float RE_engine_get_camera_shift_x(struct RenderEngine *engine, struct Object *camera, int use_spherical_stereo) RET_ZERO
int RE_engine_get_spherical_stereo(struct RenderEngine *engine, struct Object *camera) RET_ZERO
void RE_SetActiveRenderView(struct Render *re, const char *viewname) {STUB_ASSERT(0);}
struct RenderPass *RE_pass_find_by_type(volatile struct RenderLayer *rl, int passtype, const char *viewname) RET_NULL