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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: viewing.c,v 4.0.1.1 91/09/29 15:53:09 cek Exp Locker: cek $
- *
- * $Log: viewing.c,v $
- * Revision 4.0.1.1 91/09/29 15:53:09 cek
- * patch1: Added support for window and crop commands.
- *
- * Revision 4.0 91/07/17 14:48:18 kolb
- * Initial version.
- *
- */
- #include "rayshade.h"
- #include "viewing.h"
- #include "sampling.h"
- #include "options.h"
- #include "defaults.h"
- #include "picture.h"
- #include "stats.h"
-
- RSCamera Camera;
- RSScreen Screen;
-
- void SampleScreen(), SampleScreenFiltered();
-
- void
- RSViewing()
- {
- 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;
- #ifndef URT
- /*
- * If using "generic" file format, render top-to-bottom (yick).
- */
- 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()
- {
- #define SWAP(a,b) (tmp = (a), (a) = (b), (b) = tmp)
-
- Float tmp;
- int xwidth, ywidth;
-
- 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;
-
- /*
- * The window to be rendered is defined by applying
- * the crop window to the sub window. The subwindow
- * is defined using pixel numbers, and must be within
- * [0, xres -1],[0, yres -1]. The default is the entire
- * screen. The crop window is specified using normalized
- * coordinates.
- */
-
- if (!Options.window_set) {
- /* If no window set, set equal to entire screen. */
- Options.window[LOW][X] = Options.window[LOW][Y] = 0;
- Options.window[HIGH][X] = Screen.xres -1;
- Options.window[HIGH][Y] = Screen.yres -1;
- }
-
- /* Truncate crop window to legal limits. */
- if (Options.crop[LOW][X] > Options.crop[HIGH][X])
- SWAP(Options.crop[LOW][X], Options.crop[HIGH][X]);
- if (Options.crop[LOW][Y] > Options.crop[HIGH][Y])
- SWAP(Options.crop[LOW][Y], Options.crop[HIGH][Y]);
- if (Options.crop[LOW][X] < 0.) Options.crop[LOW][X] = 0.;
- if (Options.crop[LOW][Y] < 0.) Options.crop[LOW][Y] = 0.;
- if (Options.crop[HIGH][X] > 1.) Options.crop[HIGH][X] = 1.;
- if (Options.crop[HIGH][Y] > 1.) Options.crop[HIGH][Y] = 1.;
-
- xwidth = Options.window[HIGH][X] - Options.window[LOW][X];
- ywidth = Options.window[HIGH][Y] - Options.window[LOW][Y];
-
- /* Compute x and y extents of window to be renered. */
- Screen.minx = (int)(Options.window[LOW][X] +
- Options.crop[LOW][X] * xwidth);
- Screen.maxx = (int)(Options.window[LOW][X] +
- Options.crop[HIGH][X] * xwidth);
- Screen.miny = (int)(Options.window[LOW][Y] +
- Options.crop[LOW][Y] * ywidth);
- Screen.maxy = (int)(Options.window[LOW][Y] +
- Options.crop[HIGH][Y] * ywidth);
-
- #ifdef URT
- /*
- * If using the URT, we should use the RLE file header to
- * determine cropped window size. Screen size
- * (Screen.xres, Screen.yres) is determined from command
- * line or input file, as usual.
- *
- * If the cropped window computed in PictureSetWindow()
- * is not equal the cropped window computed above,
- * a warning message is issued.
- */
- if (Options.appending) {
- /*
- * Read image header to determine window size.
- */
- PictureSetWindow();
- }
- #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;
- }
-
- void
- SampleScreenFiltered(x, y, u, v, ray, color, sample)
- Float x, y;
- Ray *ray;
- Pixel *color;
- int sample, u, v;
- {
- SampleScreen(x, y, ray, color, sample);
- color->r *= Sampling.filter[u][v];
- color->g *= Sampling.filter[u][v];
- color->b *= Sampling.filter[u][v];
- color->alpha *= Sampling.filter[u][v];
- }
-
- void
- SampleScreen(x, y, ray, color, sample)
- Float x, y; /* Screen position to sample */
- Ray *ray; /* ray, with origin and medium properly set */
- Pixel *color; /* resulting color */
- int sample; /* sample number */
- {
- Float dist;
- HitList hitlist;
- Color ctmp, fullintens;
- extern void focus_blur_ray(), ShadeRay();
-
- /*
- * Calculate ray direction.
- */
- Stats.EyeRays++;
- ray->dir.x = Screen.firstray.x + x*Screen.scrnx.x + y*Screen.scrny.x;
- ray->dir.y = Screen.firstray.y + x*Screen.scrnx.y + y*Screen.scrny.y;
- ray->dir.z = Screen.firstray.z + x*Screen.scrnx.z + y*Screen.scrny.z;
-
- (void)VecNormalize(&ray->dir);
-
- ray->sample = sample;
-
- if (Camera.aperture > 0.0) {
- /*
- * If the aperture is open, adjust the initial ray
- * to account for depth of field.
- */
- focus_blur_ray(ray);
- }
-
- /*
- * Do the actual ray trace.
- */
- fullintens.r = fullintens.g = fullintens.b = 1.;
- dist = FAR_AWAY;
- hitlist.nodes = 0;
- (void)TraceRay(ray, &hitlist, EPSILON, &dist);
- ShadeRay(&hitlist, ray, dist, &Screen.background, &ctmp, &fullintens);
- color->r = ctmp.r;
- color->g = ctmp.g;
- color->b = ctmp.b;
- if (hitlist.nodes != 0) {
- color->alpha = 1.;
- } else {
- color->alpha = 0.;
- }
- }
-