Added camera abstraction.

This commit is contained in:
Miguel Angel Astor Romero
2017-01-12 17:23:11 -04:00
parent 991d339b65
commit 724a98f8a0
12 changed files with 215 additions and 93 deletions

45
sampling.cpp Normal file
View File

@@ -0,0 +1,45 @@
#include <cstdlib>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include "sampling.hpp"
using glm::mat3;
using glm::abs;
using glm::normalize;
using glm::cross;
using glm::pi;
const float PDF = (1.0f / (2.0f * pi<float>()));
float random01() {
return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
}
/* Sampling functions pretty much taken from scratchapixel.com */
void create_coords_system(const vec3 &n, vec3 &nt, vec3 &nb) {
if (abs(n.x) > abs(n.y))
nt = normalize(vec3(n.z, 0.0f, -n.x));
else
nt = normalize(vec3(0.0f, -n.z, n.y));
nb = normalize(cross(n, nt));
}
vec3 sample_hemisphere(const float r1, float r2) {
float sin_t = glm::sqrt(1.0f - (r1 * r1));
float phi = 2 * pi<float>() * r2;
float x = sin_t * glm::cos(phi);
float z = sin_t * glm::sin(phi);
return vec3(x, r1, z);
}
void rotate_sample(vec3 & sample, vec3 & n) {
vec3 nt, nb;
mat3 rot_m;
create_coords_system(n, nt, nb);
sample = vec3(sample.x * nb.x + sample.y * n.x + sample.z * nt.x,
sample.x * nb.y + sample.y * n.y + sample.z * nt.y,
sample.x * nb.z + sample.y * n.z + sample.z * nt.z);
}