/************************************************************************* * Copyright (C) 2009 Tavian Barnes * * * * 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 * * . * *************************************************************************/ #include "dimension.h" /* * Perspective camera */ /* Perspective camera ray callback */ static dmnsn_line dmnsn_perspective_camera_ray_fn(const dmnsn_camera *camera, const dmnsn_canvas *canvas, unsigned int x, unsigned int 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 matrix `trans'. */ dmnsn_camera * dmnsn_new_perspective_camera(dmnsn_matrix trans) { dmnsn_matrix *ptr; dmnsn_camera *camera = dmnsn_new_camera(); if (camera) { camera->ray_fn = &dmnsn_perspective_camera_ray_fn; /* Allocate room for the transformation matrix */ ptr = malloc(sizeof(dmnsn_matrix)); if (!ptr) { dmnsn_delete_camera(camera); return NULL; } *ptr = trans; camera->ptr = ptr; } return camera; } /* Delete a perspective camera */ void dmnsn_delete_perspective_camera(dmnsn_camera *camera) { if (camera) { free(camera->ptr); dmnsn_delete_camera(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, const dmnsn_canvas *canvas, unsigned int x, unsigned int y) { dmnsn_matrix *trans = camera->ptr; dmnsn_line l; /* Rays originate at the origin, oddly enough */ l.x0 = dmnsn_vector_construct(0.0, 0.0, 0.0); /* Aim at the z = 1 plane */ l.n.x = ((double)x)/(canvas->x - 1) - 0.5; l.n.y = ((double)y)/(canvas->y - 1) - 0.5; l.n.z = 1.0; return dmnsn_matrix_line_mul(*trans, l); }