Add possibility to play with focal length and aperture to the camera. Not enabled by default.
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@@ -15,10 +15,11 @@
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#include <stdio.h>
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#include <renderstat.h>
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Camera::Camera(uint32_t hsize, uint32_t vsize, double fov) : verticalSize(vsize), horizontalSize(hsize), fieldOfView(fov)
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Camera::Camera(uint32_t hsize, uint32_t vsize, double fov, double focal, double aperture, uint32_t rayCount) : verticalSize(vsize),
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horizontalSize(hsize), fieldOfView(fov), focalDistance(focal), apertureSize(aperture), rayCount(rayCount)
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{
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double aspectRatio = (double)hsize / (double)vsize;
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double halfView = tan(fov / 2.0);
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double halfView = tan(fov / 2.0) * this->focalDistance;
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if (aspectRatio >= 1)
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{
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@@ -42,7 +43,7 @@ void Camera::setTransform(Matrix transform)
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this->inverseTransform = transform.inverse();
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}
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Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
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Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY, double horzOffset, double vertOffset)
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{
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double xOffset = ((double)pixelX + 0.5) * this->pixelSize;
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double yOffset = ((double)pixelY + 0.5) * this->pixelSize;
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@@ -50,8 +51,8 @@ Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
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double worldX = this->halfWidth - xOffset;
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double worldY = this->halfHeight - yOffset;
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Tuple pixel = this->inverseTransform * Point(worldX, worldY, -1);
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Tuple origin = this->inverseTransform * Point(0, 0, 0);
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Tuple pixel = this->inverseTransform * Point(worldX, worldY, -this->focalDistance);
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Tuple origin = this->inverseTransform * Point(horzOffset, vertOffset, 0);
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Tuple direction = (pixel - origin).normalise();
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stats.addCastedRay();
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@@ -70,9 +71,25 @@ Canvas Camera::render(World world, uint32_t depth)
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{
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for (x = 0 ; x < this->horizontalSize ; x++)
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{
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Ray r = this->rayForPixel(x, y);
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Tuple colour = world.colourAt(r, depth);
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Tuple colour;
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if (this->apertureSize > 0)
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{
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int i;
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for (i = 0 ; i < this->rayCount ; i++)
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{
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double horz = frandclip(-this->apertureSize/2, this->apertureSize / 2);
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double vert = frandclip(-this->apertureSize/2, this->apertureSize / 2);
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Ray r = this->rayForPixel(x, y, horz, vert);
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colour = colour + world.colourAt(r, depth);
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}
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colour = colour / this->rayCount;
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}
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else
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{
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Ray r = this->rayForPixel(x, y);
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colour = world.colourAt(r, depth);
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}
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stats.addPixel();
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image.putPixel(x, y, colour);
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}
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