diff options
Diffstat (limited to 'hw2/src/camera.cpp')
-rw-r--r-- | hw2/src/camera.cpp | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/hw2/src/camera.cpp b/hw2/src/camera.cpp new file mode 100644 index 0000000..2e8daaa --- /dev/null +++ b/hw2/src/camera.cpp @@ -0,0 +1,150 @@ +/******************************************************************/ +/* This file is part of the homework assignments for CSCI-427/527 */ +/* at The College of William & Mary and authored by Pieter Peers. */ +/* No part of this file, whether altered or in original form, can */ +/* be distributed or used outside the context of CSCI-427/527 */ +/* without consent of either the College of William & Mary or */ +/* Pieter Peers. */ +/******************************************************************/ + +#include <cmath> + +#include "constants.h" +#include "camera.h" + +///////////////// +// Constructor // +///////////////// +camera::camera(void) +{ + _eye = vec3d(); + _view = vec3d(0.0f, 0.0f, -1.0f); + _up = vec3d(0.0f, 1.0f, 0.0f); + _fov = 60.0f; + _width = _height = 256; +} + + +camera::camera(const vec3d& eye, const vec3d& viewDirection, const vec3d& up, float fov, size_t xres, size_t yres) +{ + _eye = eye; + _view = normalize(viewDirection); + _up = normalize(up); + _fov = fov; + _width = xres; + _height = yres; + + // fix up if needed + vec3d right = _view.cross(up).normalize(); + _up = right.cross(_view).normalize(); +} + + +camera::camera(const camera& cam) +{ + _eye = cam._eye; + _view = cam._view; + _up = cam._up; + _fov = cam._fov; + _width = cam._width; + _height = cam._height; +} + + +/////////////// +// Operators // +/////////////// +camera& camera::operator=(const camera& cam) +{ + _assign(cam); + return *this; +} + + +ray camera::operator()(float x, float y) const +{ + vec3d right = _view.cross(_up).normalize(); + + // aspect ratio + float aspect = (float)(_height) / (float)(_width); + float tanFov = tan(_fov / 180.0f * M_PI); + + // compute view plane center, and U and V unnormalized axes. + vec3d center = _eye + _view; + vec3d U = 2.0f * tanFov * right; + vec3d V = -2.0f * tanFov * aspect * _up; // y runs from top to bottom (opposite direction of up) + + // get point on view plane + vec3d p = center + (x / (float)(_width) - 0.5f) * U + (y / (float)(_height) - 0.5f) * V; + + // Done. + return ray(_eye, p - _eye); +} + + +////////////// +// Mutators // +////////////// +void camera::frameBoundingBox(const boundingBox& bb) +{ + // determine the best eye location, given the other parameters and a bounding box such that the bounding box maximally occupies the view + vec3d right = _view.cross(_up).normalize(); + _eye = 0.5f * (bb.corner(true,true,true) + bb.corner(false,false,false)); + + // => find max projection in up and right direction. + float maxRight=-LARGE, maxUp=-LARGE, maxDepth=-LARGE; + for(unsigned int i=0; i < 8; i++) + { + vec3d c = bb.corner( (i&1)==1, (i&2)==2, (i&4)==4 ) - _eye; + + float r = fabs(c.dot(right)); + float u = fabs(c.dot(_up)); + float d = fabs(c.dot(_view)); + + maxRight = std::max(maxRight, r); + maxUp = std::max(maxUp, u); + maxDepth = std::max(maxDepth, d); + } + + // => compute optimal distance for up and right + float aspect = (float)(_height) / (float)(_width); + float tanFov = tan(_fov / 180.0f * M_PI); + float optDistUp = fabs(maxUp / tanFov); + float optDistRight = fabs(maxRight / (tanFov * aspect)); + + // => move _eye back based on (max) optimal distance + _eye -= _view * (std::max(optDistUp, optDistRight) + maxDepth); +} + + +///////////////////// +// Private Methods // +///////////////////// +void camera::_swap(camera& cam) +{ + // sanity check + if(&cam == this) return; + + // swap + swap(_eye, cam._eye); + swap(_view, cam._view); + swap(_up, cam._up); + std::swap(_fov, cam._fov); + std::swap(_width, cam._width); + std::swap(_height, cam._height); +} + + +void camera::_assign(const camera& cam) +{ + // sanity check + if(&cam == this) return; + + // copy + _eye = cam._eye; + _view = cam._view; + _up = cam._up; + _fov = cam._fov; + _width = cam._width; + _height = cam._height; +} |