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https://github.com/vonhyou/ray-tracer-comp371.git
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update camera namespace
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parent
179227420d
commit
6863be4658
1 changed files with 31 additions and 35 deletions
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@ -17,15 +17,14 @@ using std::priority_queue;
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int getGridWidth(VectorXi);
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int getGridWidth(VectorXi);
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int getGridHeight(VectorXi);
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int getGridHeight(VectorXi);
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int getRayNumber(VectorXi);
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int getRayNumber(VectorXi);
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Ray getRay(int, int, const Vector3f &, const Vector3f &, const Vector3f &);
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Ray getRay(int, int);
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Ray getRay(int, int, int, int, const Vector3f &, const Vector3f &,
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Ray getRay(int, int, int, int);
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const Vector3f &, const Vector3f &, const Vector3f &);
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void writeColor(int, const Vector3f &);
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void writeColor(int, const Vector3f &);
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Vector3f trace();
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Vector3f trace();
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namespace camera {
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namespace camera {
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int width, height;
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int width, height, gridWidth, gridHeight, raysPerPixel;
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Vector3f position, u, v, du, dv, vpUpperLeft, pxUpperLeft;
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Vector3f pos, u, v, du, dv, vpUpperLeft, pxUpperLeft, gdu, gdv;
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void init();
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void init();
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} // namespace camera
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} // namespace camera
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@ -57,18 +56,6 @@ void RayTracer::render() {
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Output::current =
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Output::current =
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new Output(Scene::current->name(), camera::width, camera::height);
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new Output(Scene::current->name(), camera::width, camera::height);
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VectorXi data = Scene::current->raysPerPixel();
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int gridWidth = getGridWidth(data);
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int gridHeight = getGridHeight(data);
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int raysPerPixel = getRayNumber(data);
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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 = 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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for (int y = 0; y < camera::height; ++y) {
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// print progress bar
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// print progress bar
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utils::Progress::of((y + 1.0f) / camera::height);
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utils::Progress::of((y + 1.0f) / camera::height);
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@ -77,14 +64,13 @@ void RayTracer::render() {
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Vector3f color = Scene::current->backgroundColor();
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Vector3f color = Scene::current->backgroundColor();
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if (Scene::current->globalIllum()) {
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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 j = 0; j < camera::gridHeight; ++j)
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for (int i = 0; i < gridWidth; ++i) {
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for (int i = 0; i < camera::gridWidth; ++i) {
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Ray ray = getRay(x, y, i, j, camera::vpUpperLeft, camera::du, gdu,
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Ray ray = getRay(x, y, i, j);
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camera::dv, gdv);
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color = trace();
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color = trace();
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}
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}
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} else {
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} else {
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Ray ray = getRay(x, y, camera::pxUpperLeft, camera::du, camera::dv);
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Ray ray = getRay(x, y);
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priority_queue<HitRecord> records;
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priority_queue<HitRecord> records;
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for (auto g : geometries) {
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for (auto g : geometries) {
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Optional<float> t = g->intersect(ray);
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Optional<float> t = g->intersect(ray);
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@ -126,16 +112,14 @@ int getRayNumber(VectorXi data) {
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return data.size() == 2 ? data.y() : (data.size() == 3 ? data.z() : 1);
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return data.size() == 2 ? data.y() : (data.size() == 3 ? data.z() : 1);
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}
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}
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Ray getRay(int x, int y, const Vector3f &upperLeft, const Vector3f &du,
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Ray getRay(int x, int y) {
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const Vector3f &dv) {
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using namespace camera;
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return Ray(camera::position, upperLeft + x * du + y * dv - camera::position);
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return Ray(pos, pxUpperLeft + x * du + y * dv - pos);
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}
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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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Ray getRay(int x, int y, int i, int j) {
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const Vector3f &du, const Vector3f &gdu, const Vector3f &dv,
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using namespace camera;
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const Vector3f &gdv) {
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return Ray(pos, vpUpperLeft + x * du + i * gdu + y * dv + j * gdv - pos);
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Vector3f camPos = Scene::current->center();
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return Ray(camPos, upperLeft + x * du + i * gdu + y * dv + j * gdv - camPos);
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}
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}
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void writeColor(int i, const Vector3f &color) {
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void writeColor(int i, const Vector3f &color) {
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@ -150,16 +134,28 @@ namespace camera {
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void init() {
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void init() {
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width = Scene::current->width();
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width = Scene::current->width();
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height = Scene::current->height();
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height = Scene::current->height();
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position = Scene::current->center();
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pos = Scene::current->center();
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Vector3f lookAt = Scene::current->lookAt();
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Vector3f lookAt = Scene::current->lookAt();
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float vpHeight =
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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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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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float vpWidth = vpHeight * width / height;
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u = Vector3f(vpWidth, 0, 0);
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u = Vector3f(vpWidth, 0, 0);
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v = Vector3f(0, -vpHeight, 0);
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v = Vector3f(0, -vpHeight, 0);
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du = u / camera::width;
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du = u / width;
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dv = v / camera::height;
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dv = v / height;
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vpUpperLeft = camera::position + lookAt - u / 2.0 - v / 2.0;
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vpUpperLeft = pos + lookAt - u / 2.0 - v / 2.0;
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pxUpperLeft = vpUpperLeft + (du + dv) / 2.0;
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pxUpperLeft = vpUpperLeft + (du + dv) / 2.0;
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VectorXi data = Scene::current->raysPerPixel();
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gridWidth = getGridWidth(data);
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gridHeight = getGridHeight(data);
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raysPerPixel = getRayNumber(data);
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gdu = Vector3f::Zero();
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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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}
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}
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}
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} // namespace camera
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} // namespace camera
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