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Diffstat (limited to 'libdimension/perspective.c')
-rw-r--r-- | libdimension/perspective.c | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/libdimension/perspective.c b/libdimension/perspective.c new file mode 100644 index 0000000..3389cc7 --- /dev/null +++ b/libdimension/perspective.c @@ -0,0 +1,86 @@ +/************************************************************************* + * Copyright (C) 2009 Tavian Barnes <tavianator@gmail.com> * + * * + * This file is part of The Dimension Library. * + * * + * The Dimension Library is free software; you can redistribute it and/ * + * or modify it under the terms of the GNU Lesser General Public License * + * as published by the Free Software Foundation; either version 3 of the * + * License, or (at your option) any later version. * + * * + * The Dimension Library is distributed in the hope that it will be * + * useful, but WITHOUT ANY WARRANTY; without even the implied warranty * + * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * + * Lesser General Public License for more details. * + * * + * You should have received a copy of the GNU Lesser General Public * + * License along with this program. If not, see * + * <http://www.gnu.org/licenses/>. * + *************************************************************************/ + +#include "dimension.h" + +/* + * Perspective camera + */ + +/* Perspective camera ray callback */ +static dmnsn_line dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera, + double x, double y); + +/* Create a new perspective camera. Rays are aimed from the origin to a screen + located on the z = 1 frame, from (-0.5, -0.5) to (0.5, 0.5). Rays are then + transformed by the camera's transformation matrix. */ +dmnsn_camera * +dmnsn_new_perspective_camera() +{ + dmnsn_matrix *ptr; + dmnsn_camera *camera = dmnsn_new_camera(); + if (camera) { + /* Allocate room for the transformation matrix */ + ptr = malloc(sizeof(dmnsn_matrix)); + if (!ptr) { + dmnsn_delete_camera(camera); + return NULL; + } + *ptr = dmnsn_identity_matrix(); + + camera->ray_fn = &dmnsn_perspective_camera_ray_fn; + camera->free_fn = &free; + camera->ptr = ptr; + } + return camera; +} + +/* Get the transformation matrix */ +dmnsn_matrix +dmnsn_get_perspective_camera_trans(const dmnsn_camera *camera) +{ + dmnsn_matrix *trans = camera->ptr; + return *trans; +} + +/* Set the transformation matrix */ +void +dmnsn_set_perspective_camera_trans(dmnsn_camera *camera, dmnsn_matrix T) +{ + dmnsn_matrix *trans = camera->ptr; + *trans = T; +} + +/* Perspective camera ray callback */ +static dmnsn_line +dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera, + double x, double y) +{ + dmnsn_matrix *trans = camera->ptr; + dmnsn_line l; + + /* Rays originate at the origin, oddly enough */ + l.x0 = dmnsn_new_vector(0.0, 0.0, 0.0); + + /* Aim at the z = 1 plane */ + l.n = dmnsn_new_vector(x - 0.5, y - 0.5, 1.0); + + return dmnsn_matrix_line_mul(*trans, l); +} |