42 lines
1.1 KiB
Rust
42 lines
1.1 KiB
Rust
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use cgmath::{vec2, vec3, InnerSpace, Vector3};
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use super::view::View;
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pub struct Ray {
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pub origin: Vector3<f32>,
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pub direction: Vector3<f32>,
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pub inv_direction: Vector3<f32>,
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pub signs: Vector3<usize>,
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}
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impl Ray {
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pub fn new(origin: Vector3<f32>, direction: Vector3<f32>) -> Ray {
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let inv_direction = 1.0 / direction;
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let x = (inv_direction.x < 0.0) as usize;
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let y = (inv_direction.y < 0.0) as usize;
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let z = (inv_direction.z < 0.0) as usize;
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Ray {
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origin,
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direction,
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inv_direction,
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signs: Vector3::new(x, y, z),
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}
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}
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pub fn primary_ray(x: u32, y: u32, dim_y: u32, dim_x: u32, view: &View) -> Ray {
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let aspect_ratio = dim_x as f32 / dim_y as f32;
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let uv = vec2(x as f32, y as f32);
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let (up, right) = view.axises();
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let trans = 2.0 * uv - vec2(1.0, 1.0);
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let mut dir = view.look_at + right * trans.x + up * trans.y;
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dir = vec3(dir.x * aspect_ratio, dir.y, dir.z * aspect_ratio);
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return Self::new(view.position, dir.normalize());
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}
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}
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