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camera.h
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51 lines (47 loc) · 1.49 KB
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#pragma once
#define M_PI 3.14159265358979323846
#include "ray.h"
//#include <cmath>
#include "material.h"
vec3 random_in_unit_disk() {
vec3 p;
do {
p = 2.0*vec3(uni_dist(mt), uni_dist(mt), 0) - vec3(1, 1, 0);
} while (dot(p, p) >= 1.0);
return p;
}
class camera
{
public:
//camera() {
// lower_left_corner = vec3(-2.0, -1.0, -1.0);
// horizontal = vec3(4.0, 0.0, 0.0);
// vertical = vec3(0.0, 2.0, 0.0);
// origin = vec3(0.0, 0.0, 0.0);
//}
//ray get_ray(float u, float v) { return ray(origin, lower_left_corner + u * horizontal + v * vertical - origin); }
camera(vec3 lookfrom, vec3 lookat, vec3 vup, float vfov, float aspect, float aperature, float focus_dist) {
lens_radius = aperature / 2;
float theta = vfov * M_PI / 180;
float half_height = tan(theta / 2);
float half_width = aspect * half_height;
origin = lookfrom;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
lower_left_corner = origin - half_width * focus_dist * u - half_height * focus_dist * v - focus_dist * w;
horizontal = 2 * half_width*focus_dist*u;
vertical = 2 * half_height*focus_dist*v;
}
ray get_ray(float s, float t) {
vec3 rd = lens_radius * random_in_unit_disk();
vec3 offset = u * rd.x() + v * rd.y();
return ray(origin + offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
}
vec3 origin;
vec3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 u, v, w;
float lens_radius;
};