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camera.sc
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using import struct
using import glm
using import .utils
struct Camera plain
origin : vec3
lower-left-corner : vec3
horizontal : vec3
vertical : vec3
uvw : mat3
lens-radius : f32
inline __typecall (cls lookfrom lookat vup vfov aspect-ratio aperture focus-distance)
h := (tan (vfov / 2))
viewport-height := 2.0 * h
viewport-width := aspect-ratio * viewport-height
focal-length := 1.0
origin := lookfrom
w := (normalize (lookfrom - lookat)) # view direction
u := (normalize (cross vup w)) # proj right
v := (cross w u) # proj up
let horizontal vertical =
u * viewport-width * focus-distance
v * viewport-height * focus-distance
lower-left-corner := origin - (horizontal / 2) - (vertical / 2) - (w * focus-distance)
lens-radius := aperture / 2
super-type.__typecall cls
origin = origin
lower-left-corner = lower-left-corner
horizontal = horizontal
vertical = vertical
uvw = (mat3 u v w)
lens-radius = lens-radius
fn ray (self uv rng)
let u v w = (unpack self.uvw)
rd := self.lens-radius * (random-in-unit-disk rng)
offset := (u * rd.x) + (v * rd.y)
Ray (self.origin + offset)
+ self.lower-left-corner
uv.x * self.horizontal
uv.y * self.vertical
-self.origin
-offset
do
let Camera
locals;