fixed pixel direction and flipped coordinate system
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2 changed files with 11 additions and 6 deletions
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@ -7,9 +7,9 @@ Ray PerspectiveCamera::createRay(float x, float y) const {
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// Set up a left-handed coordinate system,
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// in which the camera looks along the positive z-Axis
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Vector3d normalVector = normalized(crossProduct(forwardDirection, upDirection));
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Vector3d normalVector_fov = normalVector * tan(this->fovAngle / 360 * PI);
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Vector3d upVector_fov = this->upDirection * tan(this->fovAngle / 360 * PI);
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Vector3d normalVector = normalized(crossProduct(upDirection, forwardDirection));
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Vector3d normalVector_fov = normalVector * std::abs(tan(this->fovAngle / 360.0f * PI));
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Vector3d upVector_fov = this->upDirection * std::abs(tan(this->fovAngle / 360.0f * PI));
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Vector3d directionVector = normalized(forwardDirection + x * normalVector_fov + y * upVector_fov);
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return Ray {this->position, directionVector};
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@ -14,12 +14,17 @@ Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, in
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// Create the image by casting one ray into the scene for each pixel
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float pixel_step_x = 2 * max_x / width;
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float pixel_step_y = 2 * max_y / width;
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float pixel_step_y = 2 * max_y / height;
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for (int x = 0; x < width; x++) {
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for (int y = 0; y < height; y++) {
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Ray ray = camera.createRay((x - width/2) * pixel_step_x, (y - width/2) * pixel_step_y);
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image.setPixelAt(x, y, scene.traceRay(ray));
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Ray ray = camera.createRay((x - width/2) * pixel_step_x, (y - height/2) * pixel_step_y);
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image.setPixelAt(x, height - 1 - y, scene.traceRay(ray));
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}
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}
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for (int x = 0; x < 20; x++) {
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for (int y = 0; y < 20; y++) {
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image.setPixelAt(x, y, Color(0.0f, 1.0f, 0.0f));
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}
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}
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return image;
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}
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