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camera.h
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#ifndef CAMERA_H
#define CAMERA_H
#include "utils.h"
class camera{
public:
point3 origin;
point3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 focal_length;
vec3 u;
vec3 v;
vec3 w;
double lens_radius;
//vertival field of view in degrees, aspect_ratio
camera(point3 lookfrom, point3 lookat, vec3 vup, double vfov,
double aspect_ratio, double aperture, double focus_dist) {
// Define Scene Camera centered at lookfrom
double theta = degrees_to_rads(vfov);
double h = tan(theta/2);
double viewport_height = 2.0 * h;
double viewport_width = aspect_ratio * viewport_height;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
origin = lookfrom;
horizontal = focus_dist * viewport_width * u;
vertical = focus_dist * viewport_height * v;
lower_left_corner = origin - horizontal/2 - vertical/2 - focus_dist*w;
lens_radius = aperture / 2;
}
ray get_ray(double s, double t) const {
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);
}
};
#endif