Camera (broken) and plane primative type

This commit is contained in:
Ben Kyd
2019-08-05 01:52:25 +01:00
parent db66ceacd1
commit 8c495cc66b
11 changed files with 117 additions and 69 deletions

View File

@@ -1,30 +1,42 @@
#include "camera.hpp"
Camera::Camera(glm::vec3 point, glm::vec3 dir, float w, float h, float f) {
point = { 0.0f, 0.0f, 0.0f };
point = point;
direction = dir;
w = w; h = h; focalLen = f;
#include "ray.hpp"
Camera::Camera(int width, int height)
: position({0,0,0}),
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}) { }
Camera::Camera(glm::vec3 position, glm::vec3 direction, glm::vec3 right, glm::vec3 up)
: position(position), direction(direction), right(right), up(up) { }
Camera::Camera(glm::vec3 position, int width, int height)
: position(position),
direction({0,0,1}),
right({(float)width/(float)height,0,0}),
up({0,1,0}) { }
void Camera::LookAt(glm::vec3 position, glm::vec3 sky, glm::vec3 lookAt, float angle, int width, int height) {
float rightL = width / (float) height;
float dirL = 0.5f * rightL / tan(angle / 2.0f);
direction = glm::normalize(glm::vec3 {position.x - lookAt.x, position.y - lookAt.y, position.z - lookAt.z}) * dirL;
right = glm::normalize(glm::cross(sky, direction)) * rightL;
up = glm::normalize(glm::cross(direction, right));
}
void Camera::Update() {
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(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(direction, -1.0); // Normal to the view plane
Ray Camera::CastRay(int x, int y, float spX, float spY) {
// TODO: ACTUALLY GET A WORKING CAMERA
float camX = (((float)x + spX) / (float)600 * 2.0f - 1.0f) * getAspectRatio(600, 600) * getFovAdjustment(45.0f);
// 1.0 is taken first here as y is in the vertical
float camY = (1.0f - ((float)y + spY) / (float)600 * 2.0f) * getFovAdjustment(45.0f);
Ray ray{ {0.0f, 0.0f, 0.0f}, {camX, camY, -1.0f} };
ray.direction = glm::normalize(ray.direction);
return ray;
// glm::vec3 value = direction + (right * ((float)x + spX)) + (up * ((float)y + spY));
// glm::normalize(value);
// return {position, value};
}