Camera and rays

This commit is contained in:
Ben Kyd
2019-07-30 01:23:45 +01:00
parent f8dba5442b
commit 3bb08e48ca
8 changed files with 43 additions and 20 deletions

View File

@@ -7,15 +7,23 @@ Camera::Camera(glm::vec3 point, glm::vec3 dir, float w, float h, float f) {
}
void Camera::Update() {
// Vector3 x_c = c->position;
glm::vec3 up = {0.0f, -1.0f, 0.0f};
glm::vec3 c0 = point + (direction * focalLen);
glm::vec3 uX = glm::normalize(glm::cross(direction, up));
glm::vec3 uY = glm::cross((direction * -1.0f), uX);
planeCenter = c0;
planeDirX = uX;
planeDirY = uY;
// Vector3 x_c = c->position;
// Vector3 u_c = c->direction;
// double z_p = c->focalLength;
// Vector3 v_up = vec3_make(0.0, -1.0, 0.0);
// Vector3 c_0 = vec3_add(x_c, vec3_mult(u_c, z_p));
// Vector3 u_x = vec3_unit(vec3_cross(u_c, v_up));
// Vector3 u_y = vec3_cross(vec3_mult(u_c, -1.0), u_x);
// Vector3 c_0 = vec3_add(position, vec3_mult(direction, focalLength));
// Vector3 u_x = vec3_unit(vec3_cross(direction, v_up));
// Vector3 u_y = vec3_cross(vec3_mult(direction, -1.0), u_x);
// c->planeCenter = c_0;
// c->planeDirectionX = u_x;
// c->planeDirectionY = u_y;
// // Vector3 u_z = vec3_mult(u_c, -1.0); // Normal to the view plane
// Vector3 u_z = vec3_mult(direction, -1.0); // Normal to the view plane
}

View File

@@ -3,15 +3,22 @@
#include "camera.hpp"
#include "scene.hpp"
Ray GeneratePrimaryRay(int x, int y, Scene& scene, float xSubPix, float ySubPix) {
// double dy = 1.0;
Ray GeneratePrimaryRay(int x, int y, Scene* scene, float xSubPix, float ySubPix) {
Camera* cam = scene->camera;
float dy = 1.0f;
float dx = 1.0f;
float px = (-(float)cam->w / 2.0f) + dx * ((float)x + xSubPix);
float py = (-(float)cam->h / 2.0f) + dy * ((float)y + ySubPix);
glm::vec3 p = cam->planeCenter + (cam->planeDirX * px) + (cam->planeDirY * py);
glm::vec3 dir = glm::normalize(p - cam->point);
return {cam->point, dir};
// double dy = 1.0;
// double dx = 1.0;
// double py = (- c->height / 2.0) + dy * ((double)y + 0.5);
// double px = (- c->width / 2.0) + dx * ((double)x + 0.5);
// double py = (- c->height / 2.0) + dy * ((double)y + 0.5);
// Vector3 p = vec3_add3(c->planeCenter,
// vec3_mult(c->planeDirectionX, px),
// vec3_mult(c->planeDirectionY, py));
// Vector3 u_r = vec3_unit(vec3_sub(p, c->position));
// return ray_make(c->position, u_r);
return {};
}

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@@ -11,6 +11,6 @@ public:
glm::vec3 direction;
};
Ray GeneratePrimaryRay(int x, int y, Scene& scene, float xSubPix = 0.5f, float ySubPix = 0.5f);
Ray GeneratePrimaryRay(int x, int y, Scene* scene, float xSubPix = 0.5f, float ySubPix = 0.5f);
#endif

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@@ -0,0 +1,6 @@
#include "scene.hpp"
Scene::Scene(int width, int height) {
w = width;
h = height;
}

View File

@@ -8,6 +8,8 @@ class Primative;
class Scene {
public:
Scene(int width, int height);
int w, h;
Camera* camera;
std::vector<Primative*> objects;
};

View File

@@ -20,16 +20,18 @@ void ProgressiveRenderer::Render() {
// RENDERING CAN ACTUALLY START
while (m_interface->Active) {
// Take input
SDL_Event e;
while (SDL_PollEvent(&e) == SDL_TRUE)
if (e.type == SDL_QUIT) m_interface->Close();
for (int i = 0; i < 360000; i++) {
m_interface->SetPixelSafe(rand() % m_interface->XRes,
rand() % m_interface->YRes,
rgb888(rand() % 255, rand() % 255, rand() % 255));
}
// Update the camera
m_scene->camera->Update();
// Swap framebuffers
m_interface->Update();
}
}

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@@ -1,8 +1,6 @@
#include "inferno.hpp"
#include <iostream>
#include <SDL2/SDL.h>
#include "pixel.hpp"
#include "common.hpp"
#include "display/display.hpp"
#include "core/renderer.hpp"

View File

@@ -11,7 +11,7 @@ int main(int argc, char** argv) {
std::cout << "Error initializing window: " << inferno.LastError() << std::endl;
}
Scene* scene = new Scene();
Scene* scene = new Scene(600, 600);
scene->camera = new Camera({0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 600, 600);
inferno.SetScene(scene);