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camera.h
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// This file contains the implementation of the camera class. What the camera sees is what printed on the screen
// It is also where the rays for ray tracing originate
// Refer to the documentation for technical and mathematical details
#ifndef CAMERA_H
#define CAMERA_H
#include "ray.h"
// the camera class
class camera {
private:
vec3 origin;
vec3 u, v, w;
vec3 horizontal;
vec3 vertical;
vec3 lower_left_corner;
float len_radius;
float time0, time1;
public :
// constructor
// refer to documentation for technical details
camera(vec3 lookfrom, vec3 lookat, vec3 vup, float vfov, float aspect, float aperture, float focus_dist, float t0, float t1) {
time0 = t0;
time1 = t1;
len_radius = aperture / 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;
}
// emit a ray from the camera
ray get_ray(float s, float t) {
vec3 rd = len_radius * random_in_unit_disk();
vec3 offset = u * rd.x() + v * rd.y();
float time = time0 + drand48() * (time1 - time0);
return ray(origin + offset, lower_left_corner + s * horizontal + t * vertical - origin - offset, time);
}
// get a random point for monte-carlo computation.
vec3 random_in_unit_disk() {
vec3 p;
do {
p = 2.0 * vec3(drand48(), drand48(), 0) - vec3(1, 1, 0);
} while (dot(p, p) >= 1.0);
return p;
}
};
#endif //CAMERA_H