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SGI Developer Toolbox 6.1
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SGI Developer Toolbox 6.1 - Disc 4.iso
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public
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rayshade
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libshade
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viewing.c
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C/C++ Source or Header
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1994-08-01
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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 "libcommon/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.;
}
}