49 lines
1.8 KiB
C

#include "camera.h"
#include "point3.h"
#include "utils.h"
#include "vec3.h"
#include <math.h>
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 shutter_open,
double shutter_close) {
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;
camera->shutter_open = shutter_open;
camera->shutter_close = shutter_close;
}
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){
.origin = point3_add(camera->origin, offset),
.direction = vec3_sub(direction, offset),
.time =
random_double_in_range(camera->shutter_open, camera->shutter_close),
};
}