Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/PostProcess/DiaphragmDOFUtils.cpp
2025-05-18 13:04:45 +08:00

333 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDOF.cpp: Post process Depth of Field implementation.
=============================================================================*/
#include "PostProcess/DiaphragmDOF.h"
namespace
{
TAutoConsoleVariable<float> CVarMaxForegroundRadius(
TEXT("r.DOF.Kernel.MaxForegroundRadius"),
0.025f,
TEXT("Maximum size of the foreground bluring radius in screen space (default=0.025)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarMaxBackgroundRadius(
TEXT("r.DOF.Kernel.MaxBackgroundRadius"),
0.025f,
TEXT("Maximum size of the background bluring radius in screen space (default=0.025)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
} // namespace
// TODO: delete.
float ComputeFocalLengthFromFov(const FSceneView& View)
{
// Convert FOV to focal length,
//
// fov = 2 * atan(d/(2*f))
// where,
// d = sensor dimension (APS-C 24.576 mm)
// f = focal length
//
// f = 0.5 * d * (1/tan(fov/2))
float const d = View.FinalPostProcessSettings.DepthOfFieldSensorWidth;
float const HalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]);
float const FocalLength = 0.5f * d * (1.0f/FMath::Tan(HalfFOV));
return FocalLength;
}
// Convert f-stop and focal distance into projected size in half resolution pixels.
// Setup depth based blur.
// TODO: This logic does not account for the Squeeze factor in the same way as the logic below. See JIRA UE-203727
FVector4f DiaphragmDOF::CircleDofHalfCoc(const FViewInfo& View)
{
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.DepthOfFieldQuality"));
bool bDepthOfField = View.Family->EngineShowFlags.DepthOfField && CVar->GetValueOnRenderThread() > 0 && View.FinalPostProcessSettings.DepthOfFieldFocalDistance > 0;
FVector4f Ret(0, 1, 0, 0);
if(bDepthOfField)
{
float FocalLengthInMM = ComputeFocalLengthFromFov(View); // TODO for Material.
// Convert focal distance in world position to mm (from cm to mm)
float FocalDistanceInMM = View.FinalPostProcessSettings.DepthOfFieldFocalDistance * 10.0f;
// Convert f-stop, focal length, and focal distance to
// projected circle of confusion size at infinity in mm.
//
// coc = f * f / (n * (d - f))
// where,
// f = focal length
// d = focal distance
// n = fstop (where n is the "n" in "f/n")
float Radius = FMath::Square(FocalLengthInMM) / (View.FinalPostProcessSettings.DepthOfFieldFstop * (FocalDistanceInMM - FocalLengthInMM));
// Convert mm to pixels.
float const Width = (float)View.ViewRect.Width();
float const SensorWidth = View.FinalPostProcessSettings.DepthOfFieldSensorWidth;
Radius = Radius * Width * (1.0f / SensorWidth);
// Convert diameter to radius at half resolution (algorithm radius is at half resolution).
Radius *= 0.25f;
// Comment out for now, allowing settings which the algorithm cannot cleanly do.
#if 0
// Limit to algorithm max size.
if(Radius > 6.0f)
{
Radius = 6.0f;
}
#endif
// The DepthOfFieldDepthBlurAmount = km at which depth blur is 50%.
// Need to convert to cm here.
Ret = FVector4f(
Radius,
1.0f / (View.FinalPostProcessSettings.DepthOfFieldDepthBlurAmount * 100000.0f),
View.FinalPostProcessSettings.DepthOfFieldDepthBlurRadius * Width / 1920.0f,
Width / 1920.0f);
}
return Ret;
}
void DiaphragmDOF::FPhysicalCocModel::Compile(const FViewInfo& View)
{
// Fetches lens and filmback settings settings.
{
const float MMToUU = 0.1f;
FocusDistance = View.FinalPostProcessSettings.DepthOfFieldFocalDistance;
FStops = View.FinalPostProcessSettings.DepthOfFieldFstop;
Squeeze = FMath::Clamp(View.FinalPostProcessSettings.DepthOfFieldSqueezeFactor, 0.1f, 10.0f);
Petzval = View.FinalPostProcessSettings.DepthOfFieldPetzvalBokeh;
PetzvalFalloffPower = FMath::Clamp(View.FinalPostProcessSettings.DepthOfFieldPetzvalBokehFalloff, 0, 100.0);
PetzvalExclusionBoxExtents = View.FinalPostProcessSettings.DepthOfFieldPetzvalExclusionBoxExtents;
PetzvalExclusionBoxRadius = View.FinalPostProcessSettings.DepthOfFieldPetzvalExclusionBoxRadius;
static_assert(MaxMatteBoxFlags == UE_ARRAY_COUNT(View.FinalPostProcessSettings.DepthOfFieldMatteBoxFlags));
for (int Index = 0; Index < MaxMatteBoxFlags; ++Index)
{
MatteBoxFlags[Index] = View.FinalPostProcessSettings.DepthOfFieldMatteBoxFlags[Index];
}
RenderingAspectRatio = float(View.UnscaledViewRect.Width()) / float(View.UnscaledViewRect.Height()) * View.FinalPostProcessSettings.DepthOfFieldAspectRatioScalar;
const float HorizontalHalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[0][0]);
const float VerticalHalfFOV = FMath::Atan(1.0f / View.ViewMatrices.GetProjectionMatrix().M[1][1]);
// If the focal length isn't set, compute based of the sensor height and vertical FOV.
const float SensorAspectRatio = RenderingAspectRatio / Squeeze;
SensorWidth = View.FinalPostProcessSettings.DepthOfFieldSensorWidth * MMToUU;
SensorHeight = SensorWidth / SensorAspectRatio;
VerticalFocalLength = 0.5f * SensorHeight * (1.0f / FMath::Tan(VerticalHalfFOV));
float Aperture = VerticalFocalLength / FStops;
BarrelRadius = FMath::Max(View.FinalPostProcessSettings.DepthOfFieldBarrelRadius, (Aperture / 2) + 0.5f);
BarrelLength = View.FinalPostProcessSettings.DepthOfFieldBarrelLength;
}
// Fetch the max bluring radius
{
// -because foreground Coc are negative.
MinForegroundCocRadius = -CVarMaxForegroundRadius.GetValueOnRenderThread();
MaxBackgroundCocRadius = CVarMaxBackgroundRadius.GetValueOnRenderThread();
}
// Fetch the depth blur.
{
MaxDepthBlurRadius = View.FinalPostProcessSettings.DepthOfFieldDepthBlurRadius / 1920.0f;
// Circle DOF was actually computing in this depth blur radius in half res.
MaxDepthBlurRadius *= 2.0f;
DepthBlurExponent = 1.0f / (View.FinalPostProcessSettings.DepthOfFieldDepthBlurAmount * 100000.0f);
}
// Compile coc model equation.
if (FStops > 0.f && FocusDistance > 0.f)
{
// Convert f-stop, focal length, and focal distance to
// projected circle of confusion size of infinity on the sensor in unreal unit.
//
// coc = f * f / (n * (d - f))
// where,
// f = focal length
// d = focal distance
// n = fstop (where n is the "n" in "f/n")
float VerticalDiameter = FMath::Square(VerticalFocalLength) / (FStops * (FocusDistance - VerticalFocalLength));
// Convert vertical diameter in unreal unit to radius on the filmback in vertical ViewportUV unit in uncropped viewport.
float UncroppedVerticalInfinityBackgroundCocRadius = VerticalDiameter * 0.5f / SensorHeight;
const float DesqueezedAspectRatio = SensorWidth / SensorHeight * Squeeze;
float VerticalInfinityBackgroundCocRadius = UncroppedVerticalInfinityBackgroundCocRadius * FMath::Max(RenderingAspectRatio / DesqueezedAspectRatio, 1.0);
// Convert diameter from vertical ViewportUV unit to horizontal ViewportUV unit.
InfinityBackgroundCocRadius = VerticalInfinityBackgroundCocRadius / RenderingAspectRatio;
if (View.InFocusDistance > 0)
{
// For now, the dynamic CoC offset only handles cases where the in-focus radius is positive (the in-focus distance is further than the focal point)
// so clamp the in focus radius to always be positive
InFocusRadius = FMath::Max(InfinityBackgroundCocRadius * (1 - FocusDistance / View.InFocusDistance), 0.0f);
bEnableDynamicOffset = View.bEnableDynamicCocOffset;
DynamicRadiusOffsetLUT = View.bEnableDynamicCocOffset ? View.DynamicCocOffsetLUT : nullptr;
}
else
{
InFocusRadius = 0.0;
bEnableDynamicOffset = false;
DynamicRadiusOffsetLUT = nullptr;
}
}
else
{
InfinityBackgroundCocRadius = 0.0f;
MinForegroundCocRadius = 0.0;
InFocusRadius = 0.0;
bEnableDynamicOffset = false;
DynamicRadiusOffsetLUT = nullptr;
}
}
FVector2f DiaphragmDOF::FPhysicalCocModel::GetLensRadius() const
{
// Size of the vertical aperture in unreal unit.
float ApertureDiameter = VerticalFocalLength / FStops;
float VerticalLensRadius = 0.5f * ApertureDiameter;
float HorizontalLensRadius = VerticalLensRadius / Squeeze;
return FVector2f(HorizontalLensRadius, VerticalLensRadius);
}
float DiaphragmDOF::FPhysicalCocModel::DepthToResCocRadius(float SceneDepth, float HorizontalResolution) const
{
float InitialCocRadius = ((SceneDepth - FocusDistance) / SceneDepth) * InfinityBackgroundCocRadius;
float CocRadius = InitialCocRadius + GetCocOffset(InitialCocRadius);
// Depth blur based.
float DepthBlurAbsRadius = (1.0 - FMath::Exp2(-SceneDepth * DepthBlurExponent)) * MaxDepthBlurRadius;
float ReturnCoc = FMath::Max(FMath::Abs(CocRadius), DepthBlurAbsRadius);
if (CocRadius < 0.0)
{
// near CoC is using negative values
ReturnCoc = -ReturnCoc;
}
return HorizontalResolution * FMath::Clamp(ReturnCoc, MinForegroundCocRadius, MaxBackgroundCocRadius);
}
float DiaphragmDOF::FPhysicalCocModel::GetCocOffset(float CocRadius) const
{
float DynamicOffset = 0.0;
if (bEnableDynamicOffset)
{
const float B = 0.467743 + 7.89656 * pow(InFocusRadius, -1.89051);
const float V = -(2.57186 + 0.142159 * InFocusRadius);
DynamicOffset = -InFocusRadius * (1 - pow(1 + exp(B * (InFocusRadius - CocRadius)), V));
}
return DynamicOffset;
}
void DiaphragmDOF::FBokehModel::Compile(const FViewInfo& View, const FPhysicalCocModel& CocModel)
{
{
DiaphragmBladeCount = FMath::Clamp(View.FinalPostProcessSettings.DepthOfFieldBladeCount, 4, 16);
}
float Fstop = View.FinalPostProcessSettings.DepthOfFieldFstop;
float MinFstop = View.FinalPostProcessSettings.DepthOfFieldMinFstop > 0 ? View.FinalPostProcessSettings.DepthOfFieldMinFstop : 0;
const float CircumscribedRadius = 1.0f;
// Target a constant bokeh area to be eenergy preservative.
const float TargetedBokehArea = PI * (CircumscribedRadius * CircumscribedRadius);
Squeeze = CocModel.Squeeze;
// Always uses circle if max aparture is smaller or equal to aperture.
if (Fstop <= MinFstop)
{
BokehShape = EBokehShape::Circle;
CocRadiusToCircumscribedRadius = 1.0f;
CocRadiusToIncircleRadius = 1.0f;
DiaphragmBladeCount = 0;
DiaphragmRotation = 0;
}
// Uses straight blades when max aperture is infinitely large.
else if (MinFstop == 0.0)
{
BokehShape = EBokehShape::StraightBlades;
const float BladeCoverageAngle = PI / DiaphragmBladeCount;
// Compute CocRadiusToCircumscribedRadius coc that the area of the boked remains identical,
// to be energy conservative acorss the DiaphragmBladeCount.
const float TriangleArea = ((CircumscribedRadius * CircumscribedRadius) *
FMath::Cos(BladeCoverageAngle) *
FMath::Sin(BladeCoverageAngle));
const float CircleRadius = FMath::Sqrt(DiaphragmBladeCount * TriangleArea / TargetedBokehArea);
CocRadiusToCircumscribedRadius = CircumscribedRadius / CircleRadius;
CocRadiusToIncircleRadius = CocRadiusToCircumscribedRadius * FMath::Cos(PI / DiaphragmBladeCount);
DiaphragmRotation = 0; // TODO.
}
else // if (BokehShape == EBokehShape::RoundedBlades)
{
BokehShape = EBokehShape::RoundedBlades;
// Angle covered by a single blade in the bokeh.
float BladeCoverageAngle = PI / DiaphragmBladeCount;
// Blade radius for CircumscribedRadius == 1.0.
// TODO: this computation is not very accurate.
float BladeRadius = CircumscribedRadius * Fstop / MinFstop;
// Visible angle of a single blade.
float BladeVisibleAngle = FMath::Asin((CircumscribedRadius / BladeRadius) * FMath::Sin(BladeCoverageAngle));
// Distance between the center of the blade's circle and center of the bokeh.
float BladeCircleOffset = BladeRadius * FMath::Cos(BladeVisibleAngle) - CircumscribedRadius * FMath::Cos(BladeCoverageAngle);
// Area of the triangle inscribed in the circle radius=CircumscribedRadius.
float InscribedTriangleArea = ((CircumscribedRadius * CircumscribedRadius) *
FMath::Cos(BladeCoverageAngle) *
FMath::Sin(BladeCoverageAngle));
// Area of the triangle inscribed in the circle radius=BladeRadius.
float BladeInscribedTriangleArea = ((BladeRadius * BladeRadius) *
FMath::Cos(BladeVisibleAngle) *
FMath::Sin(BladeVisibleAngle));
// Additional area added by the fact the blade has a circle shape and not a straight.
float AdditonalCircleArea = PI * BladeRadius * BladeRadius * (BladeVisibleAngle / PI) - BladeInscribedTriangleArea;
// Total area of the bokeh inscribed in circle radius=CircumscribedRadius.
float InscribedBokedArea = DiaphragmBladeCount * (InscribedTriangleArea + AdditonalCircleArea);
// Geometric upscale factor for to do target the desired bokeh area.
float UpscaleFactor = FMath::Sqrt(TargetedBokehArea / InscribedBokedArea);
// Compute the coordinate where the blade rotate.
float BladePivotCenterX = 0.5 * (BladeRadius - CircumscribedRadius);
float BladePivotCenterY = FMath::Sqrt(BladeRadius * BladeRadius - BladePivotCenterX * BladePivotCenterX);
DiaphragmRotation = FMath::Atan2(BladePivotCenterX, BladePivotCenterY);
RoundedBlades.DiaphragmBladeRadius = UpscaleFactor * BladeRadius;
RoundedBlades.DiaphragmBladeCenterOffset = UpscaleFactor * BladeCircleOffset;
CocRadiusToCircumscribedRadius = UpscaleFactor * CircumscribedRadius;
CocRadiusToIncircleRadius = UpscaleFactor * (BladeRadius - BladeCircleOffset);
}
}