1 /*
2  * viewing.c
3  *
4  * Copyright (C) 1989, 1991, Craig E. Kolb, Rod G. Bogart
5  * All rights reserved.
6  *
7  * This software may be freely copied, modified, and redistributed
8  * provided that this copyright notice is preserved on all copies.
9  *
10  * You may not distribute this software, in whole or in part, as part of
11  * any commercial product without the express consent of the authors.
12  *
13  * There is no warranty or other guarantee of fitness of this software
14  * for any purpose.  It is provided solely "as is".
15  *
16  * $Id: viewing.c,v 4.0.1.1 91/09/29 15:53:09 cek Exp Locker: cek $
17  *
18  * $Log:	viewing.c,v $
19  * Revision 4.0.1.1  91/09/29  15:53:09  cek
20  * patch1: Added support for window and crop commands.
21  *
22  * Revision 4.0  91/07/17  14:48:18  kolb
23  * Initial version.
24  *
25  */
26 #include "rayshade.h"
27 #include "viewing.h"
28 #include "libcommon/sampling.h"
29 #include "options.h"
30 #include "defaults.h"
31 #include "picture.h"
32 #include "stats.h"
33 
34 RSCamera	Camera;
35 RSScreen	Screen;
36 
37 void SampleScreen(), SampleScreenFiltered();
38 
39 void
RSViewing()40 RSViewing()
41 {
42 	Float magnitude;
43 
44 	VecSub(Camera.lookp, Camera.pos, &Camera.dir);
45 	Screen.firstray = Camera.dir;
46 
47 	Camera.lookdist = VecNormalize(&Camera.dir);
48 	if (VecNormCross(&Camera.dir, &Camera.up, &Screen.scrni) == 0.)
49 		RLerror(RL_PANIC,
50 			"The view and up directions are identical?\n");
51 	(void)VecNormCross(&Screen.scrni, &Camera.dir, &Screen.scrnj);
52 
53 	/*
54 	 * Add stereo separation if desired.
55 	 */
56 	if (Options.stereo) {
57 		if (Options.stereo == LEFT)
58 			magnitude = -.5 * Options.eyesep;
59 		else
60 			magnitude =  .5 * Options.eyesep;
61 		Camera.pos.x += magnitude * Screen.scrni.x;
62 		Camera.pos.y += magnitude * Screen.scrni.y;
63 		Camera.pos.z += magnitude * Screen.scrni.z;
64 		VecSub(Camera.lookp, Camera.pos, &Screen.firstray);
65 		Camera.dir = Screen.firstray;
66 		Camera.lookdist = VecNormalize(&Camera.dir);
67 		(void)VecNormCross(&Camera.dir, &Camera.up, &Screen.scrni);
68 		(void)VecNormCross(&Screen.scrni, &Camera.dir, &Screen.scrnj);
69 	}
70 
71 	magnitude = 2.*Camera.lookdist * tan(deg2rad(0.5*Camera.hfov)) /
72 				Screen.xres;
73 
74 	VecScale(magnitude, Screen.scrni, &Screen.scrnx);
75 	magnitude = 2.*Camera.lookdist * tan(deg2rad(0.5*Camera.vfov)) /
76 				Screen.yres;
77 #ifndef URT
78 	/*
79 	 * If using "generic" file format, render top-to-bottom (yick).
80 	 */
81 	magnitude *= -1;
82 #endif
83 	VecScale(magnitude, Screen.scrnj, &Screen.scrny);
84 
85 	Screen.firstray.x -= 0.5*Screen.yres*Screen.scrny.x +
86 			     0.5*Screen.xres*Screen.scrnx.x;
87 	Screen.firstray.y -= 0.5*Screen.yres*Screen.scrny.y +
88 			     0.5*Screen.xres*Screen.scrnx.y;
89 	Screen.firstray.z -= 0.5*Screen.yres*Screen.scrny.z +
90 			     0.5*Screen.xres*Screen.scrnx.z;
91 
92 	if (Camera.focaldist == UNSET)
93 		Camera.focaldist = Camera.lookdist;
94 }
95 
96 /*
97  * Adjust the initial ray to account for an aperture and a focal
98  * distance.  The ray argument is assumed to be an initial ray, and
99  * always reset to the eye point.  It is assumed to be unit length.
100  */
101 void
focus_blur_ray(ray)102 focus_blur_ray(ray)
103 Ray *ray;
104 {
105 	Vector circle_point, aperture_inc;
106 	extern void UnitCirclePoint();
107 	/*
108 	 * Find a point on a unit circle and scale by aperture size.
109 	 * This simulates rays passing thru different parts of the aperture.
110 	 * Treat the point as a vector and rotate it so the circle lies
111 	 * in the plane of the screen.  Add the aperture increment to the
112 	 * starting position of the ray.  Stretch the ray to be focaldist
113 	 * in length.  Subtract the aperture increment from the end of the
114 	 * long ray.  This insures that the ray heads toward a point at
115 	 * the specified focus distance, so that point will be in focus.
116 	 * Normalize the ray, and that's it.  Really.
117 	 */
118 	UnitCirclePoint(&circle_point, ray->sample);
119 	VecComb(Camera.aperture * circle_point.x, Screen.scrni,
120 		    Camera.aperture * circle_point.y, Screen.scrnj,
121 		    &aperture_inc);
122 	VecAdd(aperture_inc, Camera.pos, &(ray->pos));
123 	VecScale(Camera.focaldist, ray->dir, &(ray->dir));
124 	VecSub(ray->dir, aperture_inc, &(ray->dir));
125 	(void)VecNormalize(&ray->dir);
126 }
127 
128 void
ViewingSetup()129 ViewingSetup()
130 {
131 #define SWAP(a,b)	(tmp = (a), (a) = (b), (b) = tmp)
132 
133 	Float tmp;
134 	int xwidth, ywidth;
135 
136 	if (Options.stereo && Options.eyesep == UNSET)
137 		RLerror(RL_PANIC,
138 			"No eye separation specified for stereo rendering.\n");
139 	/*
140 	 * Because we want the user to be able to override the input file
141 	 * through the command line, we have to initialize some variables to
142 	 * bogus values so that when the file is being parsed, it is
143 	 * possible to tell if a given variable has been set on the
144 	 * command line.
145 	 *
146 	 * If such variables are not set to legal values on the command
147 	 * line or in the input file, we must do it here.
148 	 */
149 	if (Screen.xres == UNSET)
150 		Screen.xres = XRESOLUTION;
151 	if (Screen.yres == UNSET)
152 		Screen.yres = YRESOLUTION;
153 
154 	/*
155 	 * The window to be rendered is defined by applying
156 	 * the crop window to the sub window.  The subwindow
157 	 * is defined using pixel numbers, and must be within
158 	 * [0, xres -1],[0, yres -1].  The default is the entire
159 	 * screen.  The crop window is specified using normalized
160 	 * coordinates.
161 	 */
162 
163 	if (!Options.window_set) {
164 		/* If no window set, set equal to entire screen. */
165 		Options.window[LOW][X] = Options.window[LOW][Y] = 0;
166 		Options.window[HIGH][X] = Screen.xres -1;
167 		Options.window[HIGH][Y] = Screen.yres -1;
168 	}
169 
170 	/* Truncate crop window to legal limits. */
171 	if (Options.crop[LOW][X] > Options.crop[HIGH][X])
172 		SWAP(Options.crop[LOW][X], Options.crop[HIGH][X]);
173 	if (Options.crop[LOW][Y] > Options.crop[HIGH][Y])
174 		SWAP(Options.crop[LOW][Y], Options.crop[HIGH][Y]);
175 	if (Options.crop[LOW][X] < 0.) Options.crop[LOW][X] = 0.;
176 	if (Options.crop[LOW][Y] < 0.) Options.crop[LOW][Y] = 0.;
177 	if (Options.crop[HIGH][X] > 1.) Options.crop[HIGH][X] = 1.;
178 	if (Options.crop[HIGH][Y] > 1.) Options.crop[HIGH][Y] = 1.;
179 
180 	xwidth = Options.window[HIGH][X] - Options.window[LOW][X];
181 	ywidth = Options.window[HIGH][Y] - Options.window[LOW][Y];
182 
183 	/* Compute x and y extents of window to be renered. */
184 	Screen.minx = (int)(Options.window[LOW][X] +
185 			Options.crop[LOW][X] * xwidth);
186 	Screen.maxx = (int)(Options.window[LOW][X] +
187 			Options.crop[HIGH][X] * xwidth);
188 	Screen.miny = (int)(Options.window[LOW][Y] +
189 			Options.crop[LOW][Y] * ywidth);
190 	Screen.maxy = (int)(Options.window[LOW][Y] +
191 			Options.crop[HIGH][Y] * ywidth);
192 
193 #ifdef URT
194 	/*
195 	 * If using the URT, we should use the RLE file header to
196 	 * determine cropped window size.  Screen size
197 	 * (Screen.xres, Screen.yres) is determined from command
198 	 * line or input file, as usual.
199 	 *
200 	 * If the cropped window computed in PictureSetWindow()
201 	 * is not equal the cropped window computed above,
202 	 * a warning message is issued.
203 	 */
204 	if (Options.appending) {
205 		/*
206 		 * Read image header to determine window size.
207 		 */
208 		PictureSetWindow();
209 	}
210 #endif
211 
212 	Screen.xsize = Screen.maxx - Screen.minx + 1;
213 	Screen.ysize = Screen.maxy - Screen.miny + 1;
214 
215 	/*
216 	 * Sanity check.
217 	 */
218 	if (Screen.minx < 0 || Screen.miny < 0 ||
219 	    Screen.maxx >= Screen.xres || Screen.maxy >= Screen.yres)
220 		RLerror(RL_PANIC, "Invalid window specification.\n");
221 
222 	/*
223 	 * If not defined in the input file, calculate VFOV
224 	 * by hand.  This assumes that pixels are square, which is
225 	 * probably a bad idea.  ("aspect" option?)
226 	 */
227 	if (Camera.vfov == UNSET)
228 		Camera.vfov = Camera.hfov * Screen.yres / Screen.xres;
229 }
230 
231 void
SampleScreenFiltered(x,y,u,v,ray,color,sample)232 SampleScreenFiltered(x, y, u, v, ray, color, sample)
233 Float x, y;
234 Ray *ray;
235 Pixel *color;
236 int sample, u, v;
237 {
238 	SampleScreen(x, y, ray, color, sample);
239 	color->r *= Sampling.filter[u][v];
240 	color->g *= Sampling.filter[u][v];
241 	color->b *= Sampling.filter[u][v];
242 	color->alpha *= Sampling.filter[u][v];
243 }
244 
245 void
SampleScreen(x,y,ray,color,sample)246 SampleScreen(x, y, ray, color, sample)
247 Float x, y;		/* Screen position to sample */
248 Ray *ray;		/* ray, with origin and medium properly set */
249 Pixel *color;		/* resulting color */
250 int sample;		/* sample number */
251 {
252 	Float dist;
253 	HitList hitlist;
254 	Color ctmp, fullintens;
255 	extern void focus_blur_ray(), ShadeRay();
256 
257 	/*
258 	 * Calculate ray direction.
259 	 */
260 	Stats.EyeRays++;
261 	ray->dir.x = Screen.firstray.x + x*Screen.scrnx.x + y*Screen.scrny.x;
262 	ray->dir.y = Screen.firstray.y + x*Screen.scrnx.y + y*Screen.scrny.y;
263 	ray->dir.z = Screen.firstray.z + x*Screen.scrnx.z + y*Screen.scrny.z;
264 
265 	(void)VecNormalize(&ray->dir);
266 
267 	ray->sample = sample;
268 
269 	if (Camera.aperture > 0.0) {
270 		/*
271 		 * If the aperture is open, adjust the initial ray
272 		 * to account for depth of field.
273 		 */
274 		focus_blur_ray(ray);
275 	}
276 
277 	/*
278 	 * Do the actual ray trace.
279 	 */
280 	fullintens.r = fullintens.g = fullintens.b = 1.;
281 	dist = FAR_AWAY;
282 	hitlist.nodes = 0;
283 	(void)TraceRay(ray, &hitlist, EPSILON, &dist);
284 	ShadeRay(&hitlist, ray, dist, &Screen.background, &ctmp, &fullintens);
285 	color->r = ctmp.r;
286 	color->g = ctmp.g;
287 	color->b = ctmp.b;
288 	if (hitlist.nodes != 0) {
289 		color->alpha = 1.;
290 	} else {
291 		color->alpha = 0.;
292 	}
293 }
294