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-rw-r--r--viewport.h51
1 files changed, 45 insertions, 6 deletions
diff --git a/viewport.h b/viewport.h
index ea6c94b..cd7e2eb 100644
--- a/viewport.h
+++ b/viewport.h
@@ -42,6 +42,33 @@ public:
}
};
+// Generate a circle of confusion of circle shape. (can be extended to any shape in the future)
+class bokeh_ctx {
+ bool enabled;
+ std::mt19937_64 mt;
+ std::uniform_real_distribution<double> uni{-1.0, 1.0};
+
+public:
+ bokeh_ctx() : enabled{false} {}
+
+ bokeh_ctx(uint64_t seed) : enabled{true}, mt{seed} {}
+
+ void operator()(double &x, double &y) {
+ if (!enabled) {
+ x = 0;
+ y = 0;
+ return;
+ }
+ double x_, y_;
+ do {
+ x_ = uni(mt);
+ y_ = uni(mt);
+ } while (x_ * x_ + y_ * y_ >= 1);
+ x = x_;
+ y = y_;
+ }
+};
+
// TODO rename to camera
// Single sampled viewport which supports bias sampling
// U: color depth, V: pos
@@ -59,6 +86,8 @@ class basic_viewport {
// double focus_length; // distance between the focus point and the image screen
hitlist &world;
vec3<V> vup{0, 1, 0}; // vector determine the camera rotating
+ double aperture; // radius ratio of the aperture
+ double focus_dist;
inline void check_vup() const {
// vup must not be parallel with screen_center-cxyz
@@ -69,22 +98,25 @@ public:
basic_viewport(const vec3<V> &cxyz, const vec3<V> &screen_center,
uint32_t image_width, uint32_t image_height,
- double fov_h, hitlist &world) :
+ double fov_h, double aperture, double focus_dist, hitlist &world) :
cxyz{cxyz}, screen_center{screen_center}, image_width{image_width}, image_height{image_height},
screen_hw{(cxyz - screen_center).norm() * tan((double) fov_h / 2.0)},
screen_hh{screen_hw * ((double) image_height / image_width)},
- world{world} {
+ world{world},
+ aperture{aperture}, focus_dist{focus_dist} {
check_vup();
}
basic_viewport(const vec3<V> &cxyz, const vec3<V> &screen_center,
uint32_t image_width, uint32_t image_height,
double screen_hw, double screen_hh,
+ double aperture, double focus_dist,
hitlist &world) :
cxyz{cxyz}, screen_center{screen_center}, image_width{image_width}, image_height{image_height},
screen_hw{screen_hw},
screen_hh{screen_hh},
- world{world} {
+ world{world},
+ aperture{aperture}, focus_dist{focus_dist} {
assert(std::abs(1.0 * image_width / image_height - 1.0 * screen_hw / screen_hh) < 1e-8);
check_vup();
}
@@ -95,7 +127,7 @@ public:
* @param by bias on y axis (0.0 <= by < 1.0)
* @return
*/
- bitmap<U> render(uint64_t diffuse_seed, bias_ctx &bias
+ bitmap<U> render(uint64_t diffuse_seed, bias_ctx &bias, bokeh_ctx &bokeh
/* by putting thread-specific parameters in call argument list, make users convenient*/) const {
// The implementation keep all mutable state in local stack,
// keeping the class immutable and thread-safe.
@@ -106,10 +138,12 @@ public:
const int img_hw = image_width / 2, img_hh = image_height / 2;
// screen plane is determined by coord system x`Vy`, where V is screen_center
// for variable name we let u := x`, v := y`
- const auto u = cross(r, vup).unit_vec() * screen_hw, v = cross(u, r).unit_vec() * screen_hh;
+ const auto u0 = cross(r, vup).unit_vec(), v0 = cross(u0, r).unit_vec();
+ const auto u = u0 * screen_hw, v = v0 * screen_hh;
assert(dot(r, u) < 1e-8);
assert(dot(r, v) < 1e-8);
assert(dot(u, v) < 1e-8);
+ const V pof_scale = (V) 1.0 + (V) focus_dist / r.norm();
// iterate over every pixel on the image
for (int j = -img_hh + 1; j <= img_hh; ++j) { // axis y, transformation is needed
for (int i = -img_hw; i < img_hw; ++i) { // axis x
@@ -122,7 +156,12 @@ public:
const auto off_v = (1.0 * j + by) / img_hh;
const auto off = off_u * u + off_v * v; // offset on screen plane
const auto dir = r + off; // direction vector from camera to current pixel on screen
- ray3d ray{cxyz, dir}; // from camera to pixel (on the viewport)
+ const auto dir_pof = dir * pof_scale; // difference from camera to point on focus plane
+ const auto pof = cxyz + dir_pof; // point on focus plane, the destination
+ double bokeh_u, bokeh_v;
+ bokeh(bokeh_u, bokeh_v);
+ const auto source = cxyz + (aperture * bokeh_u) * u0 + (aperture * bokeh_v) * v0;
+ ray3d ray{source, pof - source}; // from camera to pixel (on the viewport)
const auto pixel = world.color<U>(ray, ruvg);
const auto x_ = i + img_hw, y_ = -j + img_hh;
image.set(x_, y_, pixel);