Fixed primitives and working towards view matrix
This commit is contained in:
155
src/camera.rs
155
src/camera.rs
@@ -11,163 +11,48 @@ pub struct Camera {
|
||||
eye: Point3<f64>,
|
||||
target: Point3<f64>,
|
||||
up: Vector3<f64>,
|
||||
fovy: f64,
|
||||
width: u32,
|
||||
height: u32,
|
||||
matrix: Matrix4<f64>,
|
||||
inverse: Matrix4<f64>,
|
||||
pub rays: Vec<Ray>,
|
||||
view: Matrix4<f64>,
|
||||
inv_view: Matrix4<f64>,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Camera {
|
||||
pub fn new(
|
||||
eye: Point3<f64>,
|
||||
target: Point3<f64>,
|
||||
up: Vector3<f64>,
|
||||
width: u32,
|
||||
height: u32,
|
||||
fovy: f64,
|
||||
) -> Self {
|
||||
let (matrix, inverse) = build_matrix_and_inverse(&eye, &target, &up, width, height, fovy);
|
||||
let rays = cast_rays(&eye, &target, &up, width, height, fovy);
|
||||
pub fn new(eye: Point3<f64>, target: Point3<f64>, up: Vector3<f64>) -> Self {
|
||||
let view = Matrix4::look_at_lh(&eye, &target, &up);
|
||||
let inv_view = view.try_inverse().unwrap();
|
||||
Camera {
|
||||
eye,
|
||||
target,
|
||||
up,
|
||||
width,
|
||||
height,
|
||||
fovy,
|
||||
matrix,
|
||||
inverse,
|
||||
rays,
|
||||
view,
|
||||
inv_view,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new_sizeless(
|
||||
eye: Point3<f64>,
|
||||
target: Point3<f64>,
|
||||
up: Vector3<f64>,
|
||||
fovy: f64,
|
||||
) -> Self {
|
||||
Camera::new(eye, target, up, 1, 1, fovy)
|
||||
}
|
||||
|
||||
pub fn unit() -> Self {
|
||||
let eye = Point3::new(0.0, 0.0, 1.0);
|
||||
let target = Point3::new(0.0, 0.0, 0.0);
|
||||
let up = Vector3::new(0.0, 1.0, 0.0);
|
||||
Camera::new(eye, target, up, 1, 1, 90.0)
|
||||
Camera::new(eye, target, up)
|
||||
}
|
||||
|
||||
pub fn cast_rays(&self) -> Vec<Ray> {
|
||||
cast_rays(
|
||||
&self.eye,
|
||||
&self.target,
|
||||
&self.up,
|
||||
self.width,
|
||||
self.height,
|
||||
self.fovy,
|
||||
)
|
||||
pub fn set_eye(&mut self, new_eye: Point3<f64>) {
|
||||
self.eye = new_eye;
|
||||
self.recalculate_matrix();
|
||||
}
|
||||
|
||||
pub fn build_matrix_and_inverse(&self) -> (Matrix4<f64>, Matrix4<f64>) {
|
||||
build_matrix_and_inverse(
|
||||
&self.eye,
|
||||
&self.target,
|
||||
&self.up,
|
||||
self.width,
|
||||
self.height,
|
||||
self.fovy,
|
||||
)
|
||||
pub fn set_target(&mut self, new_target: Point3<f64>) {
|
||||
self.target = new_target;
|
||||
self.recalculate_matrix();
|
||||
}
|
||||
|
||||
pub fn cast_ray(&self, x: u32, y: u32) -> Ray {
|
||||
let aspect = self.width as f64 / self.height as f64;
|
||||
let fovy_radians = (self.fovy as f64).to_radians();
|
||||
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
|
||||
let view_direction = (self.target - self.eye).normalize();
|
||||
let hor = (view_direction.cross(&self.up)).normalize();
|
||||
let vert = (view_direction.cross(&hor)).normalize();
|
||||
let h_width = 2.0 * (fovh_radians / 2.0).tan();
|
||||
let v_height = 2.0 * (fovy_radians / 2.0).tan();
|
||||
//All good
|
||||
let d_hor_vec = hor * (h_width / self.width as f64) as f64;
|
||||
let d_vert_vec = vert * (v_height / self.height as f64) as f64;
|
||||
|
||||
let half_w = self.width as i32 / 2;
|
||||
let half_h = self.height as i32 / 2;
|
||||
|
||||
let horizontal = (x as i32 - half_w) as f64 * (d_hor_vec);
|
||||
let vertical = (-(y as i32) + half_h) as f64 * (d_vert_vec);
|
||||
|
||||
let direction = view_direction + horizontal + vertical;
|
||||
|
||||
Ray::new(self.eye, Unit::new_normalize(direction))
|
||||
pub fn set_up(&mut self, new_up: Vector3<f64>) {
|
||||
self.up = new_up;
|
||||
self.recalculate_matrix();
|
||||
}
|
||||
|
||||
pub fn set_position(&mut self, eye: Point3<f64>) {
|
||||
self.eye = eye;
|
||||
}
|
||||
|
||||
pub fn set_size(&mut self, width: u32, height: u32) {
|
||||
self.width = width;
|
||||
self.height = height;
|
||||
self.rays = self.cast_rays();
|
||||
(self.matrix, self.inverse) = self.build_matrix_and_inverse();
|
||||
fn recalculate_matrix(&mut self) {
|
||||
self.view = Matrix4::look_at_lh(&self.eye, &self.target, &self.up);
|
||||
self.inv_view = self.view.try_inverse().unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
fn build_matrix_and_inverse(
|
||||
eye: &Point3<f64>,
|
||||
target: &Point3<f64>,
|
||||
up: &Vector3<f64>,
|
||||
width: u32,
|
||||
height: u32,
|
||||
fovy: f64,
|
||||
) -> (Matrix4<f64>, Matrix4<f64>) {
|
||||
let view = Matrix4::look_at_lh(eye, target, up);
|
||||
let aspect = width as f64 / height as f64;
|
||||
let proj = Perspective3::new(aspect, fovy, ZNEAR, ZFAR);
|
||||
let matrix = proj.as_matrix() * view;
|
||||
let inverse = view.try_inverse().expect("No view") * proj.inverse();
|
||||
(matrix, inverse)
|
||||
}
|
||||
|
||||
fn cast_rays(
|
||||
eye: &Point3<f64>,
|
||||
target: &Point3<f64>,
|
||||
up: &Vector3<f64>,
|
||||
width: u32,
|
||||
height: u32,
|
||||
fovy: f64,
|
||||
) -> Vec<Ray> {
|
||||
let aspect = width as f64 / height as f64;
|
||||
let fovy_radians = (fovy as f64).to_radians();
|
||||
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
|
||||
let view_direction = (target - eye).normalize();
|
||||
let hor = (view_direction.cross(&up)).normalize();
|
||||
let vert = (view_direction.cross(&hor)).normalize();
|
||||
let h_width = 2.0 * (fovh_radians / 2.0).tan() as f64;
|
||||
let v_height = 2.0 * (fovy_radians / 2.0).tan() as f64;
|
||||
//All good
|
||||
let d_hor_vec = hor * (h_width / width as f64);
|
||||
let d_vert_vec = vert * (v_height / height as f64);
|
||||
|
||||
let mut rays = Vec::with_capacity(width as usize * height as usize);
|
||||
|
||||
let half_w = width as i32 / 2;
|
||||
let half_h = height as i32 / 2;
|
||||
|
||||
for j in 0..height as i32 {
|
||||
for i in 0..width as i32 {
|
||||
let horizontal = (i - half_w) as f64 * (d_hor_vec);
|
||||
let vertical = (-j + half_h) as f64 * (d_vert_vec);
|
||||
|
||||
let direction = view_direction + horizontal + vertical;
|
||||
let ray = Ray::new(eye.clone(), Unit::new_normalize(direction));
|
||||
rays.push(ray);
|
||||
}
|
||||
}
|
||||
rays
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user