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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@@ -21,6 +21,10 @@ private:
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double halfWidth;
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double halfHeight;
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public:
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double focalDistance;
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double apertureSize;
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uint32_t rayCount;
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uint32_t verticalSize;
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uint32_t horizontalSize;
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double fieldOfView;
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@@ -29,9 +33,9 @@ public:
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Matrix inverseTransform;
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public:
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Camera(uint32_t hsize, uint32_t vsize, double fov);
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Camera(uint32_t hsize, uint32_t vsize, double fov, double focal = 1, double aperture = 0, uint32_t rayCount = 1);
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void setTransform(Matrix transform);
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Ray rayForPixel(uint32_t pixelX, uint32_t pixelY);
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Ray rayForPixel(uint32_t pixelX, uint32_t pixelY, double horzOffset = 0, double vertOffset = 0);
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Canvas render(World w, uint32_t depth = 5);
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};
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@@ -22,6 +22,7 @@ double min3(double a, double b, double c);
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double max3(double a, double b, double c);
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double frand();
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double frandclip(double min, double max);
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static double modulo(double a, double b)
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{
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@@ -68,4 +68,9 @@ double max3(double a, double b, double c)
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double frand()
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{
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return rand() / ((double) RAND_MAX);
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}
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double frandclip(double min, double max)
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{
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return (frand() * (max - min)) + min;
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}
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