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rt_camera.c
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/**
* Copyright (c) 2020, Evgeniy Morozov
* All rights reserved.
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/
#include "rt_camera.h"
#include <assert.h>
#include <stdlib.h>
struct rt_camera_s
{
point3_t origin;
point3_t lower_left;
vec3_t horizontal;
vec3_t vertical;
double lens_radius;
vec3_t u;
vec3_t v;
vec3_t w;
double shutter_start_time;
double shutter_end_time;
};
rt_camera_t *rt_camera_new(point3_t look_from, point3_t look_at, vec3_t up, double vertical_fov, double aspect_ratio,
double aperture, double focus_distance, double shutter_start_time, double shutter_end_time)
{
rt_camera_t *result = calloc(1, sizeof(rt_camera_t));
assert(NULL != result);
double theta = RT_DEG_TO_RAD(vertical_fov);
double h = tan(theta / 2);
double viewport_height = 2.0 * h;
double viewport_width = viewport_height * aspect_ratio;
result->w = vec3_normalized(vec3_diff(look_from, look_at));
result->u = vec3_normalized(vec3_cross(up, result->w));
result->v = vec3_cross(result->w, result->u);
result->origin = look_from;
result->horizontal = vec3_scale(result->u, viewport_width * focus_distance);
result->vertical = vec3_scale(result->v, viewport_height * focus_distance);
result->lower_left = vec3_diff(result->origin, vec3_scale(result->horizontal, 0.5));
vec3_sub(&result->lower_left, vec3_scale(result->vertical, 0.5));
vec3_sub(&result->lower_left, vec3_scale(result->w, focus_distance));
result->lens_radius = aperture / 2;
result->shutter_start_time = shutter_start_time;
result->shutter_end_time = shutter_end_time;
return result;
}
void rt_camera_delete(rt_camera_t *camera)
{
free(camera);
}
ray_t rt_camera_get_ray(const rt_camera_t *camera, double s, double t)
{
assert(NULL != camera);
vec3_t random_vector_on_lens = vec3_scale(vec3_random_in_unit_disc(), camera->lens_radius);
vec3_t offset =
vec3_sum(vec3_scale(camera->u, random_vector_on_lens.x), vec3_scale(camera->v, random_vector_on_lens.y));
point3_t ray_direction = vec3_sum(camera->lower_left, vec3_scale(camera->horizontal, s));
vec3_add(&ray_direction, vec3_scale(camera->vertical, t));
vec3_sub(&ray_direction, camera->origin);
vec3_sub(&ray_direction, offset);
return ray_init(vec3_sum(camera->origin, offset), ray_direction,
rt_random_double(camera->shutter_start_time, camera->shutter_end_time));
}