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Diffstat (limited to 'camera.go')
-rw-r--r--camera.go26
1 files changed, 21 insertions, 5 deletions
diff --git a/camera.go b/camera.go
index 66981aa..8ca0664 100644
--- a/camera.go
+++ b/camera.go
@@ -15,12 +15,16 @@ type Camera struct {
Pixel00 Vec3
AntiAliasing uint
MaxDepth uint
+ DOF float64
+ DefDiskU Vec3
+ DefDiskV Vec3
}
func NewCamera(wi uint, ar float64,
aa uint, md uint,
vfov float64, lookfrom Vec3,
- lookat Vec3, vup Vec3) (cam Camera) {
+ lookat Vec3, vup Vec3,
+ dof float64, fd float64) (cam Camera) {
cam.ImageWidth = wi;
cam.ImageHeight = uint(float64(cam.ImageWidth) / ar);
if cam.ImageHeight < 1 {
@@ -30,11 +34,11 @@ func NewCamera(wi uint, ar float64,
cam.AntiAliasing = aa;
cam.MaxDepth = md;
cam.Centre = lookfrom;
+ cam.DOF = dof;
- focal_length := lookfrom.Sub(lookat).Mag();
theta := vfov * maths.Pi / 180;
h := maths.Tan(theta / 2)
- viewport_height := 2.0 * h * focal_length;
+ viewport_height := 2.0 * h * fd;
viewport_width := viewport_height *
float64(cam.ImageWidth) /
float64(cam.ImageHeight);
@@ -50,12 +54,16 @@ func NewCamera(wi uint, ar float64,
cam.PDV = viewport_v.Div(SplatVec3(float64(cam.ImageHeight)));
viewport_upperleft := cam.Centre.
- Sub(SplatVec3(focal_length).Mul(w)).
+ Sub(SplatVec3(fd).Mul(w)).
Sub(viewport_u.Div(SplatVec3(2))).
Sub(viewport_v.Div(SplatVec3(2)));
cam.Pixel00 = viewport_upperleft.
Add(cam.PDU.Add(cam.PDV).Div(SplatVec3(2)));
+ def_radius := fd * maths.Tan((cam.DOF / 2) * (maths.Pi / 180));
+ cam.DefDiskU = SplatVec3(def_radius).Mul(u);
+ cam.DefDiskV = SplatVec3(def_radius).Mul(v);
+
return;
}
@@ -84,7 +92,15 @@ func (cam Camera) GetRay(row uint, col uint) Ray {
pixel_sample := cam.Pixel00.
Add(cam.PDU.Mul(SplatVec3(float64(col) + offset.X))).
Add(cam.PDV.Mul(SplatVec3(float64(row) + offset.Y)));
- return Ray{cam.Centre, pixel_sample.Sub(cam.Centre), true};
+ origin := cam.Centre;
+ if cam.DOF > 0 {
+ p := RandomVec3OnUnitDisk();
+ origin = cam.Centre.
+ Add(SplatVec3(p.X).Mul(cam.DefDiskU)).
+ Add(SplatVec3(p.Y).Mul(cam.DefDiskV));
+ }
+ direction := pixel_sample.Sub(origin);
+ return Ray{origin, direction, true};
}
func unit_square() Vec3 {