#include "fb.h" #include "ray_camera.h" #include "ray_euler.h" /* Produce a vector from the provided orientation vectors and proportions. */ static ray_3f_t project_corner(ray_3f_t *forward, ray_3f_t *left, ray_3f_t *up, float focal_length, float horiz, float vert) { ray_3f_t tmp; ray_3f_t corner; corner = ray_3f_mult_scalar(forward, focal_length); tmp = ray_3f_mult_scalar(left, horiz); corner = ray_3f_add(&corner, &tmp); tmp = ray_3f_mult_scalar(up, vert); corner = ray_3f_add(&corner, &tmp); return ray_3f_normalize(&corner); } /* Produce vectors for the corners of the entire camera frame, used for interpolation. */ static void project_corners(ray_camera_t *camera, ray_camera_frame_t *frame) { ray_3f_t forward, left, up, right, down; float half_horiz = (float)camera->width / 2.0f; float half_vert = (float)camera->height / 2.0f; ray_euler_basis(&camera->orientation, &forward, &up, &left); right = ray_3f_negate(&left); down = ray_3f_negate(&up); frame->nw = project_corner(&forward, &left, &up, camera->focal_length, half_horiz, half_vert); frame->ne = project_corner(&forward, &right, &up, camera->focal_length, half_horiz, half_vert); frame->se = project_corner(&forward, &right, &down, camera->focal_length, half_horiz, half_vert); frame->sw = project_corner(&forward, &left, &down, camera->focal_length, half_horiz, half_vert); } /* Begin a frame for the fragment of camera projection, initializing frame and ray. */ void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame) { /* References are kept to the camera, fragment, and ray to be traced. * The ray is maintained as we step through the frame, that is the * purpose of this api. * * Since the ray direction should be a normalized vector, the obvious * implementation is a bit costly. The camera frame api hides this * detail so we can explore interpolation techniques to potentially * lessen the per-pixel cost. */ frame->camera = camera; frame->fragment = fragment; frame->ray = ray; frame->x = frame->y = 0; /* From camera->orientation and camera->focal_length compute the vectors * through the viewport's corners, and place these normalized vectors * in frame->(nw,ne,sw,se). * * These can than be interpolated between to produce the ray vectors * throughout the frame's fragment. The efficient option of linear * interpolation will not maintain the unit vector length, so to * produce normalized interpolated directions will require the costly * normalize function. * * I'm hoping a simple length correction table can be used to fixup the * linearly interpolated vectors to make them unit vectors with just * scalar multiplication instead of the sqrt of normalize. */ project_corners(camera, frame); frame->x_delta = 1.0f / (float)camera->width; frame->y_delta = 1.0f / (float)camera->height; frame->x_alpha = frame->x_delta * (float)fragment->x; frame->y_alpha = frame->y_delta * (float)fragment->y; frame->cur_w = ray_3f_nlerp(&frame->nw, &frame->sw, frame->y_alpha); frame->cur_e = ray_3f_nlerp(&frame->ne, &frame->se, frame->y_alpha); ray->origin = camera->position; ray->direction = frame->cur_w; }