1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
|
#ifndef _RAY_CAMERA_H
#define _RAY_CAMERA_H
#include <math.h>
#include "fb.h"
#include "ray_3f.h"
#include "ray_euler.h"
#include "ray_ray.h"
typedef struct ray_camera_t {
ray_3f_t position; /* position of camera, the origin of all its rays */
ray_euler_t orientation; /* orientation of the camera */
float focal_length; /* controls the field of view */
unsigned width; /* width of camera viewport in pixels */
unsigned height; /* height of camera viewport in pixels */
} ray_camera_t;
typedef struct ray_camera_frame_t {
const ray_camera_t *camera; /* the camera supplied to frame_begin() */
ray_3f_t nw, ne, sw, se; /* directions pointing through the corners of the frame fragment */
float x_delta, y_delta; /* interpolation step delta along the x and y axis */
} ray_camera_frame_t;
typedef struct ray_camera_fragment_t {
ray_camera_frame_t *frame; /* the frame supplied to fragment_begin() */
fb_fragment_t *fb_fragment; /* the fragment supplied to fragment_begin() */
ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */
ray_3f_t cur_w, cur_e; /* current row's west and east ends */
float x_alpha, y_alpha; /* interpolation position along the x and y axis */
unsigned x, y; /* integral position within frame fragment */
} ray_camera_fragment_t;
void ray_camera_frame_prepare(const ray_camera_t *camera, ray_camera_frame_t *res_frame);
void ray_camera_fragment_begin(ray_camera_frame_t *frame, fb_fragment_t *fb_fragment, ray_ray_t *res_ray, ray_camera_fragment_t *res_fragment);
/* Step the ray through the fragment on the x axis, returns 1 when rays remain on this axis, 0 at the end. */
/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
static inline int ray_camera_fragment_x_step(ray_camera_fragment_t *fragment)
{
fragment->x++;
if (fragment->x >= fragment->fb_fragment->width) {
fragment->x = 0;
fragment->x_alpha = fragment->frame->x_delta * (float)fragment->fb_fragment->x;
return 0;
}
fragment->x_alpha += fragment->frame->x_delta;
fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
return 1;
}
/* Step the ray through the fragment on the y axis, returns 1 when rays remain on this axis, 0 at the end. */
/* When 1 is returned, fragment->ray is left pointing through the new coordinate. */
static inline int ray_camera_fragment_y_step(ray_camera_fragment_t *fragment)
{
fragment->y++;
if (fragment->y >= fragment->fb_fragment->height) {
fragment->y = 0;
fragment->y_alpha = fragment->frame->y_delta * (float)fragment->fb_fragment->y;
return 0;
}
fragment->y_alpha += fragment->frame->y_delta;
fragment->cur_w = ray_3f_lerp(&fragment->frame->nw, &fragment->frame->sw, fragment->y_alpha);
fragment->cur_e = ray_3f_lerp(&fragment->frame->ne, &fragment->frame->se, fragment->y_alpha);
fragment->ray->direction = ray_3f_nlerp(&fragment->cur_w, &fragment->cur_e, fragment->x_alpha);
return 1;
}
#endif
|