35 lines
1.2 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 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};
}