Movable lens
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35
src/camera.h
35
src/camera.h
@ -3,20 +3,33 @@
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class camera{
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public:
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camera(){
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auto aspect_ratio = 16.0 / 9.0;
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auto viewport_height = 2.0;
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auto viewport_width = aspect_ratio * viewport_height;
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auto focal_length = 1.0;
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camera(
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point3 lookfrom,
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point3 lookat,
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vec3 vup,
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double vfov ,
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double aspect_ratio
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){
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origin = point3(0,0,0);
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horizontal = vec3(viewport_width, 0, 0);
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vertical = vec3(0, viewport_height, 0);
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lower_left_corner = origin - horizontal/2 - vertical/2 - vec3(0,0,focal_length);
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auto theta = degrees_to_radians(vfov);
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auto h = tan(theta/2);
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auto viewport_height = 2.0 * h;
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auto viewport_width = aspect_ratio * viewport_height;
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auto w = unit_vector(lookfrom - lookat);
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auto u = unit_vector(cross(vup, w));
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auto v = cross(w,u);
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origin = lookfrom;
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horizontal = viewport_width * u;
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vertical = viewport_height * v;
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lower_left_corner = origin - horizontal/2 - vertical/2 - w;
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}
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ray get_ray(double u, double v) const {
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return ray(origin, lower_left_corner + u * horizontal + v*vertical - origin);
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ray get_ray(double s, double t) const {
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return ray(origin, lower_left_corner + s * horizontal + t*vertical - origin);
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}
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private:
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@ -45,16 +45,15 @@ int main ()
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auto material_left = make_shared<dielectric>(1.5);
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 0.0);
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world.add(make_shared<sphere>(point3(0,-100.5,-1), 100.0, material_ground));
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world.add(make_shared<sphere>(point3(0,0,-1), 0.5, material_center));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1), 0.5, material_left));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1), -0.4, material_left));
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world.add(make_shared<sphere>(point3(1.0, 0.0, -1), 0.5, material_right));
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, material_left));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), -0.45, material_left));
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world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, material_right));
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// Camera
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camera cam;
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camera cam(point3(-2,2,1), point3(0,0,-1), vec3(0,1,0), 20, aspect_ratio);
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// Render
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std::cout<< "P3\n" << image_width << ' ' << image_height << "\n255\n";
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