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camera.h
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camera.h
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#ifndef CAMERA_H
#define CAMERA_H
#include "common.h"
class camera {
public:
camera() {
auto aspect_ratio = 16.0 / 9.0;
auto viewport_height = 2.0;
auto viewport_width = aspect_ratio * viewport_height;
auto focal_length = 1.0;
origin = point3(0, 0, 0);
horizontal = vec3(viewport_width, 0.0, 0.0);
vertical = vec3(0.0, viewport_height, 0.0);
lower_left_corner =
origin - horizontal / 2 - vertical / 2 - vec3(0, 0, focal_length);
}
// Create a camera with vfov as vertical field-of-view (in degrees)
camera(point3 lookfrom, point3 lookat, vec3 vup, double vfov,
double aspect_ratio, double aperture, double focus_dist) {
auto theta = degrees_to_radians(vfov);
auto h = tan(theta / 2);
auto viewport_height = 2.0 * h;
auto viewport_width = aspect_ratio * viewport_height;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
origin = lookfrom;
horizontal = focus_dist * viewport_width * u;
vertical = focus_dist * viewport_height * v;
lower_left_corner =
origin - horizontal / 2 - vertical / 2 - focus_dist * w;
lens_radius = aperture / 2;
}
ray get_ray(double s, double t) const {
vec3 rd = lens_radius * random_in_unit_disk();
vec3 offset = u * rd.x() + v * rd.y();
return ray(origin + offset, lower_left_corner + s * horizontal +
t * vertical - origin - offset);
}
private:
point3 origin;
point3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 u, v, w;
double lens_radius;
};
#endif