Camera and rays
This commit is contained in:
@@ -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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user