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camera.hpp
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#pragma once
#include "vec3.hpp"
#include "ray.hpp"
vec3 random_in_unit_disk()
{
vec3 p;
do {
p = 2.0*vec3{drand48(), drand48(), 0} - vec3{1, 1, 0};
} while (dot(p, p) >= 1.0);
return p;
}
class camera
{
public:
camera(vec3 lookfrom, vec3 lookat, vec3 vup, double vfov, double aspect, double aperture, double focus_dist)
{
double theta = vfov*M_PI/180;
double half_height = tan(theta/2);
double half_width = aspect * half_height;
origin = lookfrom;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
lower_left_corner = vec3{-half_width, -half_height, -1.0};
lower_left_corner = origin - half_width*focus_dist*u - half_height*focus_dist*v - focus_dist*w;
horizontal = 2*half_width*focus_dist*u;
vertical = 2*half_height*focus_dist*v;
lens_radius = aperture/2;
}
ray get_ray(double s, double t)
{
vec3 rd = lens_radius*random_in_unit_disk();
vec3 offset = u*rd.x() + v*rd.y();
return ray(origin+offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
}
vec3 origin;
vec3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 w;
vec3 u;
vec3 v;
double lens_radius;
};