// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessDOF.cpp: Post process Depth of Field implementation. =============================================================================*/ #include "PostProcess/DiaphragmDOF.h" namespace { TAutoConsoleVariable 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 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 float DiaphragmDOF::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. 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.DepthOfFieldFstop > 0 && View.FinalPostProcessSettings.DepthOfFieldFocalDistance > 0; FVector4f Ret(0, 1, 0, 0); if(bDepthOfField) { float FocalLengthInMM = DiaphragmDOF::ComputeFocalLengthFromFov(View); // 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 DOF settings. { FocusDistance = View.FinalPostProcessSettings.DepthOfFieldFocalDistance; // -because foreground Coc are negative. MinForegroundCocRadius = -CVarMaxForegroundRadius.GetValueOnRenderThread(); MaxBackgroundCocRadius = CVarMaxBackgroundRadius.GetValueOnRenderThread(); 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. { float FocalLengthInMM = DiaphragmDOF::ComputeFocalLengthFromFov(View); // Convert focal distance in world position to mm (from cm to mm) float FocalDistanceInMM = View.FinalPostProcessSettings.DepthOfFieldFocalDistance * 10.0f; // Convert mm to pixels. float const SensorWidthInMM = View.FinalPostProcessSettings.DepthOfFieldSensorWidth; // 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 DiameterInMM = FMath::Square(FocalLengthInMM) / (View.FinalPostProcessSettings.DepthOfFieldFstop * (FocalDistanceInMM - FocalLengthInMM)); // Convert diameter in mm to resolution less radius on the filmback. InfinityBackgroundCocRadius = DiameterInMM * 0.5f / SensorWidthInMM; } } float DiaphragmDOF::FPhysicalCocModel::DepthToResCocRadius(float SceneDepth, float HorizontalResolution) const { float CocRadius = ((SceneDepth - FocusDistance) / SceneDepth) * InfinityBackgroundCocRadius; // 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); } void DiaphragmDOF::FBokehModel::Compile(const FViewInfo& View) { { 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); // 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); } }