//! Implements ray generation //! //! Rays are generated by transforming between different spaces summed below. //! //! - *World space*: Where objects are located in the scene, this will be 3d coordinates //! - *Camera space*: Originated at the origin of the camera, with z mapped to the viewing //! direction //! //! Camera space will be represented in different ways: //! - *Screen space*: Everything in the screen space is projected onto the film, when z=0 this will //! correspond //! - *Normalized Device Coordinates(NDC) space*: Is defined as (0, 0, 0) as the upper-left corner of //! the film, and (1, 1, 0) to be the bottom right corner. //! - *Raster space*: Same as NDC space but, (1, 1, 0) is mapped to (width, height, 0) //! //! More in depth description is in pbr-book chapter 6 use crate::Float; use crate::core::{Transform, Ray, Vector2i, Bound2f}; /// General implementation for all projective based cameras struct ProjectiveCamera { cam2wor: Transform, cam2scr: Transform, } impl ProjectiveCamera { fn new(cam2wor: Transform, cam2scr: Transform, resolution: &Vector2i, screenwindow: &Bound2f) -> Self { let screensize = screenwindow.diagonal(); // Calculate the conversion from screen space to raster space let scr2ras = Transform::new_scale(resolution.x as Float, resolution.y as Float, 1.0) * Transform::new_scale(1.0 / (screensize.x), 1.0 / (screensize.y), 1.0) * Transform::new_translate(-screenwindow.min.x, -screenwindow.min.y, 0.0); let ras2scr = Self { cam2wor, cam2scr, } } }