//! Generates rays from screen coordinates //! //! Generates rays in world space from screen coordinates. //! Future versions should also simulate depth of field. //! //! # Examples //! //! ``` //! use rendering::camera::{CameraSettings, Camera}; //! use rendering::core::{Vector3f, Vector2f, Vector2i}; //! use rendering::sample::UniformSampler; //! //! let set = CameraSettings { //! origin: Vector3f::new(10.0), //! target: Vector3f::new(0.0), //! up: Vector3f::new_xyz(0.0, 1.0, 0.0), //! fov: 90.0, //! filmsize: Vector2i::new(10), //! focus: None, //! aperture: None, //! }; //! //! let cam = Camera::new(&set); //! let mut sampler = UniformSampler::new(); //! //! let (r, _) = cam.generate_ray(&Vector2f::new(5.0), &mut sampler); //! let dir = r.direction; //! //! assert!( //! dir.x == -0.6031558065478413 && //! dir.y == -0.6599739684616743 && //! dir.z == -0.4479257014065748 //! ); //! //! ``` use crate::Float; use crate::core::{Vector3f, Vector2f, Vector2i, Ray}; use crate::sample::Sampler; /// A simple perspective camera pub struct Camera { /// The camera origin in the screen origin: Vector3f, /// Vector from camera origin to the screen lower left corner of the film plane screen_origin: Vector3f, /// Scaling vectors from screen_origin qx: Vector3f, qy: Vector3f, /// Value for depth of view lens_radius: Option, } /// Settings for initializing camera pub struct CameraSettings { /// Where rays originate from pub origin: Vector3f, /// Point where center of image is pointed at pub target: Vector3f, /// Vector that will be up in the resulting image pub up: Vector3f, /// The vertical field of view in degrees. /// Currently must be between [0; 180[. pub fov: Float, /// The film aspect ratio, height / width pub filmsize: Vector2i, /// The lens aperture /// /// Depth of view is disabled if None pub aperture: Option, /// The distance to the focus plane /// /// if None it will be set to the distance between origin and target pub focus: Option, } impl Camera { /// Create a new camera look at a target pub fn new(set: &CameraSettings) -> Camera { let filmsize = Vector2f::from(set.filmsize); // Calculate translation vectors let mut forward = set.target - set.origin; let focus = set.focus.unwrap_or_else(|| forward.length()); forward.norm_in(); let right = set.up.cross(&forward).norm(); let newup = forward.cross(&right).norm(); let aspect = (filmsize.y) / (filmsize.x); // Calculate screen size from fov and focus distance let width = 2.0 * focus * (set.fov / 2.0).to_radians().tan(); let height = aspect * width; // Calculate screen scaling vectors let qx = right * (width / (filmsize.x - 1.0)); let qy = newup * (height / (filmsize.y - 1.0)); let screen_origin = forward * focus - (right * (width/2.0)) + (newup * (height/2.0)); Camera { origin: set.origin, screen_origin, qx, qy, lens_radius: set.aperture.map(|a| a / 2.0), } } /// Generates a ray a screen space point /// /// The point coordinates should be between [0,1) with (0, 0) being the upper left corner /// /// Will return a ray and a weight /// /// The direction of the returned way is normalized pub fn generate_ray(&self, point: &Vector2f, sampler: &mut dyn Sampler) -> (Ray, Float) { // Depth of view origin offset let ooffset = match self.lens_radius { Some(r) => { let rand_dir = sampler.get_in_circle() * r; self.qx * rand_dir.x + self.qy * rand_dir.y }, None => Vector3f::ZERO, }; let dir = self.screen_origin + (self.qx * point.x) - (self.qy * point.y) - ooffset; ( Ray { origin: self.origin + ooffset, direction: dir.norm() }, 1.0 ) } }