add camera

This commit is contained in:
zongor 2025-07-24 13:02:42 -04:00
parent dec83055a4
commit 07d4587584
2 changed files with 92 additions and 60 deletions

73
src/camera.h Normal file
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@ -0,0 +1,73 @@
#ifndef CAMERA_H
#define CAMERA_H
#include "common.h"
#include "hittable.h"
class Camera {
public:
double aspect_ratio = 1.0; // Ratio of image width over height
int image_width = 100; // Rendered image width in pixel count
void render(const hittable &world, Canvas &canvas) {
initialize();
for (int j = 0; j < canvas.height; j++) {
for (int i = 0; i < canvas.width; i++) {
auto pixel_center =
pixel00_loc + (i * pixel_delta_u) + (j * pixel_delta_v);
auto ray_direction = pixel_center - center;
Ray r(center, ray_direction);
canvas.set_pixel(i, j, ray_color(r, world));
}
}
}
void move_to(Point3 loc) { center = loc; }
private:
int image_height; // Rendered image height
Point3 center = Point3(0, 0, 0);
Point3 pixel00_loc; // Location of pixel 0, 0
Vec3 pixel_delta_u; // Offset to pixel to the right
Vec3 pixel_delta_v; // Offset to pixel below
void initialize() {
image_height = int(image_width / aspect_ratio);
image_height = (image_height < 1) ? 1 : image_height;
// Determine viewport dimensions.
auto focal_length = 1.0;
auto viewport_height = 2.0;
auto viewport_width =
viewport_height * (double(image_width) / image_height);
// Calculate the vectors across the horizontal and down the vertical
// viewport edges.
auto viewport_u = Vec3(viewport_width, 0, 0);
auto viewport_v = Vec3(0, -viewport_height, 0);
// Calculate the horizontal and vertical delta vectors from pixel to pixel.
pixel_delta_u = viewport_u / image_width;
pixel_delta_v = viewport_v / image_height;
// Calculate the location of the upper left pixel.
auto viewport_upper_left =
center - Vec3(0, 0, focal_length) - viewport_u / 2 - viewport_v / 2;
pixel00_loc = viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
}
Color ray_color(const Ray &r, const hittable &world) {
hit_record rec;
if (world.hit(r, 0, infinity, rec)) {
return 0.5 * (rec.normal + Color(1, 1, 1));
}
Vec3 unit_direction = unit_vector(r.direction());
auto a = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - a) * Color(1.0, 1.0, 1.0) + a * Color(0.5, 0.7, 1.0);
}
};
#endif

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@ -1,6 +1,6 @@
#include "simulation.h"
#include "camera.h"
#include "common.h"
#include "hittable.h"
#include "hittable_list.h"
#include "sphere.h"
@ -124,73 +124,32 @@ void simulation_thread(RingBuffer<SimulationState> &buffer) {
}
}
Color ray_color(const Ray &r, const hittable &world) {
hit_record rec;
if (world.hit(r, 0, infinity, rec)) {
return 0.5 * (rec.normal + Color(1, 1, 1));
}
Vec3 unit_direction = unit_vector(r.direction());
auto a = 0.5 * (unit_direction.y() + 1.0);
return (1.0 - a) * Color(1.0, 1.0, 1.0) + a * Color(0.5, 0.7, 1.0);
}
/**
* Render raytracing.
*/
void render(SimulationState state, Canvas &canvas) {
hittable_list world;
const double SCALE = 1e9;
for (auto b : state.bodies) {
// we need to swap y and z because the raytracter uses opengl style coordinates
auto bb = b.position / SCALE;
world.add(make_shared<sphere>(Vec3(bb.x(), bb.z(), bb.y()), b.radius));
}
// Camera
auto focal_length = 1.0;
auto viewport_height = 2.0;
auto viewport_width = viewport_height * (float(canvas.width) / canvas.height);
auto camera_center = Point3(0, 0, 100);
// Calculate the vectors across the horizontal and down the vertical viewport
// edges.
auto viewport_u = Vec3(viewport_width, 0, 0);
auto viewport_v = Vec3(0, -viewport_height, 0);
// Calculate the horizontal and vertical delta vectors from pixel to pixel.
auto pixel_delta_u = viewport_u / canvas.width;
auto pixel_delta_v = viewport_v / canvas.height;
// Calculate the location of the upper left pixel.
auto viewport_upper_left = camera_center - Vec3(0, 0, focal_length) -
viewport_u / 2 - viewport_v / 2;
auto pixel00_loc =
viewport_upper_left + 0.5 * (pixel_delta_u + pixel_delta_v);
for (int j = 0; j < canvas.height; j++) {
for (int i = 0; i < canvas.width; i++) {
auto pixel_center =
pixel00_loc + (i * pixel_delta_u) + (j * pixel_delta_v);
auto ray_direction = pixel_center - camera_center;
Ray r(camera_center, ray_direction);
canvas.set_pixel(i, j, ray_color(r, world));
}
}
}
/**
* Render thread.
*/
void render_thread(RingBuffer<SimulationState> &buffer, Canvas &canvas) {
Camera cam;
cam.aspect_ratio = 16.0 / 9.0;
cam.image_width = 400;
cam.move_to(Point3(0, 0, 100));
while (running) {
auto maybe_state = buffer.pop();
if (maybe_state.has_value()) {
const SimulationState &state = maybe_state.value();
render(state, canvas); // Pure function: write pixel colors into canvas
hittable_list world;
const double SCALE = 1e9;
for (auto b : state.bodies) {
// we need to swap y and z because the raytracter uses opengl style
// coordinates
auto bb = b.position / SCALE;
world.add(make_shared<sphere>(Vec3(bb.x(), bb.z(), bb.y()), b.radius));
}
cam.render(world, canvas);
} else {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}