ftp.nice.ch/pub/next/unix/graphics/rayshade.4.0.s.tar.gz#/rayshade.4.0/rayshade/viewing.c

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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;
}

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