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https://github.com/vonhyou/ray-tracer-comp371.git
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update camera namespace
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parent
29b87c041e
commit
179227420d
1 changed files with 18 additions and 18 deletions
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@ -25,6 +25,7 @@ Vector3f trace();
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namespace camera {
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int width, height;
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Vector3f position, u, v, du, dv, vpUpperLeft, pxUpperLeft;
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void init();
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} // namespace camera
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@ -52,18 +53,6 @@ void RayTracer::parse() {
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void RayTracer::render() {
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camera::init();
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Vector3f cameraPos = Scene::current->center();
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Vector3f lookAt = Scene::current->lookAt();
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float vpHeight =
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2 * tan(Scene::current->fov() / 180 * M_PI / 2) * lookAt.norm();
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float vpWidth = vpHeight * camera::width / camera::height;
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Vector3f u = Vector3f(vpWidth, 0, 0);
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Vector3f v = Vector3f(0, -vpHeight, 0);
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Vector3f du = u / camera::width;
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Vector3f dv = v / camera::height;
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Vector3f vpUpperLeft = cameraPos + lookAt - u / 2.0 - v / 2.0;
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Vector3f pxUpperLeft = vpUpperLeft + (du + dv) / 2.0;
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Output::current =
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new Output(Scene::current->name(), camera::width, camera::height);
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@ -76,8 +65,8 @@ void RayTracer::render() {
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Vector3f gdu = Vector3f::Zero();
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Vector3f gdv = Vector3f::Zero();
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if (gridWidth > 1 || gridHeight > 1) {
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gdu = du / gridWidth;
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gdv = dv / gridHeight;
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gdu = camera::du / gridWidth;
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gdv = camera::dv / gridHeight;
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}
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for (int y = 0; y < camera::height; ++y) {
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@ -90,11 +79,12 @@ void RayTracer::render() {
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if (Scene::current->globalIllum()) {
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for (int j = 0; j < gridHeight; ++j)
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for (int i = 0; i < gridWidth; ++i) {
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Ray ray = getRay(x, y, i, j, vpUpperLeft, du, gdu, dv, gdv);
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Ray ray = getRay(x, y, i, j, camera::vpUpperLeft, camera::du, gdu,
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camera::dv, gdv);
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color = trace();
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}
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} else {
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Ray ray = getRay(x, y, pxUpperLeft, du, dv);
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Ray ray = getRay(x, y, camera::pxUpperLeft, camera::du, camera::dv);
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priority_queue<HitRecord> records;
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for (auto g : geometries) {
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Optional<float> t = g->intersect(ray);
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@ -138,8 +128,7 @@ int getRayNumber(VectorXi data) {
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Ray getRay(int x, int y, const Vector3f &upperLeft, const Vector3f &du,
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const Vector3f &dv) {
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Vector3f camPos = Scene::current->center();
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return Ray(camPos, upperLeft + x * du + y * dv - camPos);
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return Ray(camera::position, upperLeft + x * du + y * dv - camera::position);
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}
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Ray getRay(int x, int y, int i, int j, const Vector3f &upperLeft,
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@ -161,5 +150,16 @@ namespace camera {
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void init() {
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width = Scene::current->width();
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height = Scene::current->height();
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position = Scene::current->center();
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Vector3f lookAt = Scene::current->lookAt();
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float vpHeight =
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2 * tan(Scene::current->fov() / 180 * M_PI / 2) * lookAt.norm();
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float vpWidth = vpHeight * camera::width / camera::height;
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u = Vector3f(vpWidth, 0, 0);
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v = Vector3f(0, -vpHeight, 0);
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du = u / camera::width;
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dv = v / camera::height;
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vpUpperLeft = camera::position + lookAt - u / 2.0 - v / 2.0;
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pxUpperLeft = vpUpperLeft + (du + dv) / 2.0;
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}
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} // namespace camera
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