raytracing/in_one_weekend/src/camera.zig

76 lines
2.1 KiB
Zig

const std = @import("std");
const math = std.math;
const Random = std.rand.Random;
const Point3 = @import("vec3.zig").Point3;
const Vec3 = @import("vec3.zig").Vec3;
const Ray = @import("ray.zig").Ray;
fn degreesToRadians(degrees: f32) f32 {
return degrees * math.pi / 180.0;
}
fn random_in_unit_disk(rng: *Random) Vec3 {
while (true) {
const p = Vec3{ .x = rng.float(f32) * 2 - 1, .y = rng.float(f32) * 2 - 1, .z = 0 };
if (p.length_squared() >= 1) continue;
return p;
}
}
pub const Camera = struct {
origin: Point3,
lowerLeftCorner: Point3,
horizontal: Vec3,
vertical: Vec3,
u: Vec3,
v: Vec3,
w: Vec3,
lensRadius: f32,
pub fn init(
lookFrom: Point3,
lookAt: Point3,
vup: Vec3,
vfov: f32,
aspectRatio: f32,
aperture: f32,
focusDist: f32,
) Camera {
const theta = degreesToRadians(vfov);
const h = math.tan(theta / 2);
const viewportHeight = 2.0 * h;
const viewportWidth = aspectRatio * viewportHeight;
const w = lookFrom.sub(lookAt).unit();
const u = vup.cross(w).unit();
const v = w.cross(u);
const origin = lookFrom;
const horizontal = u.mul_s(viewportWidth).mul_s(focusDist);
const vertical = v.mul_s(viewportHeight).mul_s(focusDist);
const lowerLeftCorner = origin.sub(horizontal.div(2)).sub(vertical.div(2)).sub(w.mul_s(focusDist));
return Camera {
.origin = origin,
.horizontal = horizontal,
.vertical = vertical,
.lowerLeftCorner = lowerLeftCorner,
.u = u,
.v = v,
.w = w,
.lensRadius = aperture / 2,
};
}
pub fn getRay(self: Camera, s: f32, t: f32, rng: *Random) Ray {
const rd = random_in_unit_disk(rng).mul_s(self.lensRadius);
const offset = self.u.mul_s(rd.x).add(self.v.mul_s(rd.y));
return Ray{
.origin = self.origin.add(offset),
.direction = self.lowerLeftCorner.add(self.horizontal.mul_s(s)).add(self.vertical.mul_s(t)).sub(self.origin).sub(offset),
};
}
};