Parametrize the camera

This commit is contained in:
Jean-Michel Gorius 2022-11-11 22:46:52 +01:00
parent 7e6ba7d445
commit e5e5863c1d
3 changed files with 26 additions and 13 deletions

View File

@ -1,23 +1,34 @@
#include "camera.h" #include "camera.h"
#include "point3.h"
#include "utils.h"
#include "vec3.h"
void camera_init(Camera *camera, double aspect_ratio) { #include <math.h>
double viewport_height = 2;
void camera_init(Camera *camera, Point3 look_from, Point3 look_at, Vec3 up,
double vertical_fov, double aspect_ratio) {
double theta = degrees_to_radians(vertical_fov);
double h = tan(theta / 2.0);
double viewport_height = 2.0 * h;
double viewport_width = aspect_ratio * viewport_height; double viewport_width = aspect_ratio * viewport_height;
double focal_length = 1.0;
camera->origin = (Point3){0, 0, 0}; Vec3 w = vec3_normalize(point3_sub(look_from, look_at));
camera->horizontal = (Vec3){viewport_width, 0, 0}; Vec3 u = vec3_normalize(vec3_cross(up, w));
camera->vertical = (Vec3){0, viewport_height, 0}; Vec3 v = vec3_cross(w, u);
camera->origin = look_from;
camera->horizontal = vec3_mul(viewport_width, u);
camera->vertical = vec3_mul(viewport_height, v);
Vec3 offset = Vec3 offset =
vec3_add(vec3_div(camera->horizontal, 2), vec3_div(camera->vertical, 2)); vec3_add(vec3_div(camera->horizontal, 2), vec3_div(camera->vertical, 2));
offset = vec3_add(offset, (Vec3){0, 0, focal_length}); offset = vec3_add(offset, w);
camera->lower_left_corner = point3_add(camera->origin, vec3_neg(offset)); camera->lower_left_corner = point3_add(camera->origin, vec3_neg(offset));
} }
Ray camera_get_ray(const Camera *camera, double u, double v) { Ray camera_get_ray(const Camera *camera, double s, double t) {
Point3 screen_point = point3_add( Point3 screen_point = point3_add(
camera->lower_left_corner, camera->lower_left_corner,
vec3_add(vec3_mul(u, camera->horizontal), vec3_mul(v, camera->vertical))); vec3_add(vec3_mul(s, camera->horizontal), vec3_mul(t, camera->vertical)));
Vec3 direction = point3_sub(screen_point, camera->origin); Vec3 direction = point3_sub(screen_point, camera->origin);
return (Ray){camera->origin, direction}; return (Ray){camera->origin, direction};
} }

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@ -12,8 +12,9 @@ typedef struct Camera {
Vec3 vertical; Vec3 vertical;
} Camera; } Camera;
void camera_init(Camera *camera, double aspect_ratio); void camera_init(Camera *camera, Point3 look_from, Point3 look_at, Vec3 up,
double vertical_fov, double aspect_ratio);
Ray camera_get_ray(const Camera *camera, double u, double v); Ray camera_get_ray(const Camera *camera, double s, double t);
#endif /* INCLUDED_CAMERA_H */ #endif /* INCLUDED_CAMERA_H */

5
main.c
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@ -74,7 +74,7 @@ int main(void) {
Sphere sphere_inside_left = { Sphere sphere_inside_left = {
.type = HITTABLE_SPHERE, .type = HITTABLE_SPHERE,
.center = (Point3){-1.0, 0.0, -1.0}, .center = (Point3){-1.0, 0.0, -1.0},
.radius = -0.4, .radius = -0.45,
.material = (const Material *)&material_left, .material = (const Material *)&material_left,
}; };
Sphere sphere_right = { Sphere sphere_right = {
@ -91,7 +91,8 @@ int main(void) {
/* Camera */ /* Camera */
Camera camera; Camera camera;
camera_init(&camera, aspect_ratio); camera_init(&camera, (Point3){-2.0, 2.0, 1.0}, (Point3){0.0, 0.0, -1.0},
(Vec3){0.0, 1.0, 0.0}, 20, aspect_ratio);
printf("P3\n%u %u\n255\n", image_width, image_height); printf("P3\n%u %u\n255\n", image_width, image_height);