#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 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; Vec3 w = vec3_normalize(point3_sub(look_from, look_at)); Vec3 u = vec3_normalize(vec3_cross(up, w)); 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_add(vec3_div(camera->horizontal, 2), vec3_div(camera->vertical, 2)); offset = vec3_add(offset, w); camera->lower_left_corner = point3_add(camera->origin, vec3_neg(offset)); } Ray camera_get_ray(const Camera *camera, double s, double t) { 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){camera->origin, direction}; }