Fixed camera

This commit is contained in:
STP
2023-11-25 00:04:41 -05:00
parent ccac1f414d
commit ab284e8e98
4 changed files with 50 additions and 65 deletions

View File

@@ -51,16 +51,12 @@ impl Camera {
}
pub fn cast_rays(&self, width: u32, height: u32) -> Vec<Ray> {
//All good
let aspect = width as f64 / height as f64;
let fovy_radians = (self.fovy as f64).to_radians();
let fovh_radians = 2.0 * ((fovy_radians / 2.0).tan() * aspect).atan();
// All good
let view_direction = (self.target - self.eye).normalize();
//All good
let hor = view_direction.cross(&self.up).normalize(); // pointing right
let vert = view_direction.cross(&hor).normalize(); // pointing up
//All good
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
@@ -69,10 +65,13 @@ impl Camera {
let mut rays = Vec::with_capacity(width as usize * height as usize);
for j in 0..height {
for i in 0..width {
let horizontal = (i as f32 - width as f32 / 2.0) * (d_hor_vec);
let vertical = (j as f32 - height as f32 / 2.0) * (d_vert_vec);
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 f32 * (d_hor_vec);
let vertical = (-j + half_h) as f32 * (d_vert_vec);
let direction = view_direction + horizontal + vertical;
let ray = Ray::new(self.eye, Unit::new_normalize(direction));
@@ -86,24 +85,25 @@ impl Camera {
let aspect = width as f64 / 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(); // Normalize the view direction vector
let hor = view_direction.cross(&self.up).normalize(); // pointing right
let vert = view_direction.cross(&hor).normalize(); // pointing up
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 / width as f64) as f32;
let d_vert_vec = vert * (v_height / height as f64) as f32;
// Calculate the offsets for the pixel's position on the image plane
let horizontal = ((x as f32 / width as f32) - 0.5) * h_width as f32;
let vertical = ((y as f32 / height as f32) - 0.5) * v_height as f32;
let half_w = width as i32 / 2;
let half_h = height as i32 / 2;
// Calculate the ray direction by summing up the components
let direction = Unit::new_normalize(
view_direction + (horizontal * d_hor_vec) + (vertical * d_vert_vec),
);
let horizontal = (x as i32 - half_w) as f32 * (d_hor_vec);
let vertical = (-(y as i32) + half_h) as f32 * (d_vert_vec);
Ray::new(self.eye, direction)
let direction = view_direction + horizontal + vertical;
let ray = Ray::new(self.eye, Unit::new_normalize(direction));
Ray::new(self.eye, Unit::new_normalize(direction))
}
pub fn set_position(&mut self, eye: Point3<f32>) {