#include "camera.h" #include "point3.h" #include "utils.h" #include "vec3.h" #include void camera_init(Camera *camera, Point3 look_from, Point3 look_at, Vec3 up, double vertical_fov, double aspect_ratio, double aperture, double focus_distance) { 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; camera->w = vec3_normalize(point3_sub(look_from, look_at)); camera->u = vec3_normalize(vec3_cross(up, camera->w)); camera->v = vec3_cross(camera->w, camera->u); camera->origin = look_from; camera->horizontal = vec3_mul(focus_distance * viewport_width, camera->u); camera->vertical = vec3_mul(focus_distance * viewport_height, camera->v); Vec3 offset = vec3_add(vec3_div(camera->horizontal, 2), vec3_div(camera->vertical, 2)); offset = vec3_add(offset, vec3_mul(focus_distance, camera->w)); camera->lower_left_corner = point3_add(camera->origin, vec3_neg(offset)); camera->lens_radius = aperture / 2.0; } Ray camera_get_ray(const Camera *camera, double s, double t) { Vec3 rd = vec3_mul(camera->lens_radius, vec3_random_in_unit_disk()); Vec3 offset = vec3_add(vec3_mul(rd.x, camera->u), vec3_mul(rd.y, camera->v)); Point3 screen_point = point3_add( camera->lower_left_corner, vec3_add(vec3_mul(s, camera->horizontal), vec3_mul(t, camera->vertical))); Vec3 direction = point3_sub(screen_point, camera->origin); return (Ray){ point3_add(camera->origin, offset), vec3_sub(direction, offset), }; }