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Camera.cs
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Camera.cs
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using System;
using System.Numerics;
namespace RayTracer
{
class Camera
{
private Vector3 origin;
private Vector3 lowerLeftCorner;
private Vector3 horizontal;
private Vector3 vertical;
private float lensRadius;
private Vector3 u;
private Vector3 v;
private Vector3 w;
public Camera(Vector3 vLookFrom, Vector3 vLookAt, Vector3 vUp, float vfov, float aspect, float aperture)
{
float theta = vfov * (float)Math.PI/180f;
float halfHeight = (float)Math.Tan(theta / 2);
float halfWidth = aspect * halfHeight;
float focusDist = (vLookFrom - vLookAt).Length();
this.lensRadius = aperture / 2f;
this.w = Vector3.Normalize(vLookFrom - vLookAt);
this.u = Vector3.Normalize(Vector3.Cross(vUp, w));
this.v = Vector3.Cross(w, u);
this.origin = vLookFrom;
this.lowerLeftCorner = vLookFrom - focusDist*halfWidth*u - focusDist*halfHeight*v - focusDist*w;
this.horizontal = 2*focusDist*halfWidth*u;
this.vertical = 2*focusDist*halfHeight*v;
}
public Ray GetRay(float s, float t)
{
Vector3 offset = Vector3.Zero;
if (lensRadius > 0.0f)
{
Vector3 rd = lensRadius * Util.RandInUnitDisk();
offset = u * rd.X + v * rd.Y;
}
return new Ray(origin + offset, lowerLeftCorner + s * horizontal + t * vertical - origin - offset);
}
}
}