Refactor camera system to use quaternion rotations
Added quaternion and vector structures from the cglm library for handling 3D rotations and directions. Added a new function `euler_to_quat` to convert Euler angles to a quaternion representation. Changed the `camera_t` structure to replace separate forward, up, and right vectors with a single rotation quaternion. Changed the `camera_create` function to accept a rotation quaternion instead of separate direction vectors. Changed the `scene_init` function to initialize the camera with a default rotation quaternion. Changed the `ensure_camera_aspect_ratio` function to maintain the camera's rotation quaternion. Changed the `screen_render_pixel`, `scene_render_tile`, and `scene_render` functions to compute camera coordinates based on the quaternion rotation.
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@@ -25,8 +25,7 @@ bool scene_init(uint64_t triangle_count, uint8_t material_count, uint32_t punctu
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temp.camera = camera_create(
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(vec3s){0.0f, 0.0f, 5.0f},
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(vec3s){0.0f, 0.0f, -1.0f},
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(vec3s){0.0f, 1.0f, 0.0f},
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glms_quat_identity(),
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0.025f,
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0.036f,
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16.0f / 9.0f
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@@ -75,8 +74,7 @@ static inline void ensure_camera_aspect_ratio(camera_t* camera, rendering_confi
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{
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*camera = camera_create(
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camera->position,
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camera->forward,
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camera->up,
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camera->rotation,
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camera->focal_length,
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camera->size_x,
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(float)config.width / (float)config.height
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@@ -117,18 +115,20 @@ static void screen_render_pixel(scene_t* scene, rendering_config_t config, vec3s
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uint32_t pixel_id = y * config.width + x;
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uint16_t sample_count = get_sample_count(config.sample_count, flag);
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vec2s position_ndc = compute_ndc((float)x, (float)y, config.width, config.height);
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vec3s camera_right = quat_get_right(scene->camera.rotation);
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vec3s camera_up = quat_get_up(scene->camera.rotation);
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for (uint16_t k = 0; k < sample_count; k++)
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{
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vec2s position_ndc = compute_ndc((float)x, (float)y, config.width, config.height);
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float screen_x = position_ndc.x * 2.0f - 1.0f;
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float screen_y = position_ndc.y * 2.0f - 1.0f;
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float sensor_offset_x = screen_x * scene->camera.size_x / 2.0f;
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float sensor_offset_y = screen_y * scene->camera.size_y / 2.0f;
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vec3s image_plane_point = coord;
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(scene->camera.right, sensor_offset_x));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(scene->camera.up, sensor_offset_y));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_right, sensor_offset_x));
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image_plane_point = glms_vec3_add(image_plane_point, glms_vec3_scale(camera_up, sensor_offset_y));
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ray_t ray = {
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.origin = scene->camera.position,
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@@ -167,7 +167,7 @@ bool scene_render_tile(scene_t* scene, rendering_context_t* ctx, rendering_confi
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ensure_camera_aspect_ratio(&scene->camera, config);
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ctx->tile_count_x = (config.width + config.bucket_size - 1) / config.bucket_size;
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ctx->tile_count_y = (config.height + config.bucket_size - 1) / config.bucket_size;
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ctx->coord = glms_vec3_add(scene->camera.position, glms_vec3_scale(scene->camera.forward, scene->camera.focal_length));
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ctx->coord = glms_vec3_add(scene->camera.position, glms_vec3_scale(quat_get_forward(scene->camera.rotation), scene->camera.focal_length));
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ctx->is_init = true;
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}
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@@ -230,7 +230,7 @@ bool scene_render(scene_t* scene, rendering_config_t config, int rendering_flag,
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uint32_t tile_count = tile_count_x * tile_count_y;
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float inv_sample = 1.0f / config.sample_count;
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vec3s coord = glms_vec3_add(scene->camera.position, glms_vec3_scale(scene->camera.forward, scene->camera.focal_length));
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vec3s coord = glms_vec3_add(scene->camera.position, glms_vec3_scale(quat_get_forward(scene->camera.rotation), scene->camera.focal_length));
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int64_t x, y, tile_index; // OpenMP requires these to be declared outside the parallel region. Also, they need to be signed integers. To avoid overflow, we need to use int64_t
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rendering_config_t config_copy = config;
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