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/* * viewing.c * * Copyright (C) 1989, 1991, Craig E. Kolb, Rod G. Bogart * All rights reserved. * * This software may be freely copied, modified, and redistributed * provided that this copyright notice is preserved on all copies. * * You may not distribute this software, in whole or in part, as part of * any commercial product without the express consent of the authors. * * There is no warranty or other guarantee of fitness of this software * for any purpose. It is provided solely "as is". * * $Id$ * * $Log$ */ #include "rayshade.h" #include "viewing.h" #include "libcommon/sampling.h" #include "options.h" #include "defaults.h" RSCamera Camera; RSScreen Screen; void viewing() { Float magnitude; VecSub(Camera.lookp, Camera.pos, &Camera.dir); Screen.firstray = Camera.dir; Camera.lookdist = VecNormalize(&Camera.dir); if (VecNormCross(&Camera.dir, &Camera.up, &Screen.scrni) == 0.) RLerror(RL_PANIC, "The view and up directions are identical?\n"); (void)VecNormCross(&Screen.scrni, &Camera.dir, &Screen.scrnj); /* * Add stereo separation if desired. */ if (Options.stereo) { if (Options.stereo == LEFT) magnitude = -.5 * Options.eyesep; else magnitude = .5 * Options.eyesep; Camera.pos.x += magnitude * Screen.scrni.x; Camera.pos.y += magnitude * Screen.scrni.y; Camera.pos.z += magnitude * Screen.scrni.z; VecSub(Camera.lookp, Camera.pos, &Screen.firstray); Camera.dir = Screen.firstray; Camera.lookdist = VecNormalize(&Camera.dir); (void)VecNormCross(&Camera.dir, &Camera.up, &Screen.scrni); (void)VecNormCross(&Screen.scrni, &Camera.dir, &Screen.scrnj); } magnitude = 2.*Camera.lookdist * tan(deg2rad(0.5*Camera.hfov)) / Screen.xres; VecScale(magnitude, Screen.scrni, &Screen.scrnx); magnitude = 2.*Camera.lookdist * tan(deg2rad(0.5*Camera.vfov)) / Screen.yres; /* * Generic format image files are rendered top-to-bottom. */ #ifndef URT magnitude *= -1; #endif VecScale(magnitude, Screen.scrnj, &Screen.scrny); Screen.firstray.x -= 0.5*Screen.yres*Screen.scrny.x + 0.5*Screen.xres*Screen.scrnx.x; Screen.firstray.y -= 0.5*Screen.yres*Screen.scrny.y + 0.5*Screen.xres*Screen.scrnx.y; Screen.firstray.z -= 0.5*Screen.yres*Screen.scrny.z + 0.5*Screen.xres*Screen.scrnx.z; if (Camera.focaldist == UNSET) Camera.focaldist = Camera.lookdist; } /* * Adjust the initial ray to account for an aperture and a focal * distance. The ray argument is assumed to be an initial ray, and * always reset to the eye point. It is assumed to be unit length. */ void focus_blur_ray(ray) Ray *ray; { Vector circle_point, aperture_inc; extern void UnitCirclePoint(); /* * Find a point on a unit circle and scale by aperture size. * This simulates rays passing thru different parts of the aperture. * Treat the point as a vector and rotate it so the circle lies * in the plane of the screen. Add the aperture increment to the * starting position of the ray. Stretch the ray to be focaldist * in length. Subtract the aperture increment from the end of the * long ray. This insures that the ray heads toward a point at * the specified focus distance, so that point will be in focus. * Normalize the ray, and that's it. Really. */ UnitCirclePoint(&circle_point, ray->sample); VecComb(Camera.aperture * circle_point.x, Screen.scrni, Camera.aperture * circle_point.y, Screen.scrnj, &aperture_inc); VecAdd(aperture_inc, Camera.pos, &(ray->pos)); VecScale(Camera.focaldist, ray->dir, &(ray->dir)); VecSub(ray->dir, aperture_inc, &(ray->dir)); (void)VecNormalize(&ray->dir); } void ViewingSetup() { if (Options.stereo && Options.eyesep == UNSET) RLerror(RL_PANIC, "No eye separation specified for stereo rendering.\n"); /* * Because we want the user to be able to override the input file * through the command line, we have to initialize some variables to * bogus values so that when the file is being parsed, it is * possible to tell if a given variable has been set on the * command line. * * If such variables are not set to legal values on the command * line or in the input file, we must do it here. */ if (Screen.xres == UNSET) Screen.xres = XRESOLUTION; if (Screen.yres == UNSET) Screen.yres = YRESOLUTION; #ifdef URT /* * If using the URT, we can use the RLE file header to * determine window size. Screen size (Screen.xres, Screen.yres) * is determined as usual (from command line or input file). */ if (Options.appending) { /* * Read image header to determine window size. */ PictureSetWindow(); } else { #endif /* * Set window size. */ if (Screen.minx == UNSET) Screen.minx = 0; if (Screen.miny == UNSET) Screen.miny = 0; if (Screen.maxx == UNSET) Screen.maxx = Screen.xres -1; if (Screen.maxy == UNSET) Screen.maxy = Screen.yres -1; #ifdef URT } #endif Screen.xsize = Screen.maxx - Screen.minx + 1; Screen.ysize = Screen.maxy - Screen.miny + 1; /* * Sanity check. */ if (Screen.minx < 0 || Screen.miny < 0 || Screen.maxx >= Screen.xres || Screen.maxy >= Screen.yres) RLerror(RL_PANIC, "Invalid window specification.\n"); /* * If not defined in the input file, calculate VFOV * by hand. This assumes that pixels are square, which is * probably a bad idea. ("aspect" option?) */ if (Camera.vfov == UNSET) Camera.vfov = Camera.hfov * Screen.yres / Screen.xres; }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.