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https://github.com/TheRedShip/RT_GPU.git
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~ | Camera FOV and Bounce
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@ -100,19 +100,23 @@ glm::vec2 Camera::getDirection()
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return (glm::vec2(_pitch, _yaw));
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}
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glm::vec2 Camera::getDOV()
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glm::vec3 Camera::getViewSetting()
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{
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return (glm::vec2(_aperture_size, _focus_distance));
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return (glm::vec3(_aperture_size, _focus_distance, _fov));
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}
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GPUCamera Camera::getGPUData()
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{
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GPUCamera data;
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data.view_matrix = getViewMatrix();
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data.camera_position = _position;
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data.aperture_size = _aperture_size;
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data.focus_distance = _focus_distance;
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data.camera_position = _position;
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data.view_matrix = getViewMatrix();
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data.fov = _fov;
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data.bounce = _bounce;
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return (data);
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}
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@ -122,6 +126,11 @@ float Camera::getVelocity()
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return (glm::length(_velocity));
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}
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int Camera::getBounce()
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{
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return (_bounce);
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}
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void Camera::setPosition(glm::vec3 position)
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{
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_position = position;
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@ -137,4 +146,14 @@ void Camera::setDOV(float aperture, float focus)
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{
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_aperture_size = aperture;
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_focus_distance = focus;
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}
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void Camera::setBounce(int bounce)
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{
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_bounce = bounce;
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}
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void Camera::setFov(float fov)
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{
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_fov = fov;
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}
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@ -93,7 +93,8 @@ void SceneParser::parseCamera(std::stringstream &line)
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{
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float x,y,z;
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float yaw, pitch;
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float aperture, focus;
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float aperture, focus, fov;
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int bounce;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Camera: Missing camera properties");
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@ -104,17 +105,25 @@ void SceneParser::parseCamera(std::stringstream &line)
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pitch = -90;
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}
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if (!(line >> aperture >> focus))
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if (!(line >> aperture >> focus >> fov))
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{
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aperture = 0.0;
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focus = 1.0;
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fov = 90.0f;
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}
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if (!(line >> bounce))
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bounce = 5;
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_scene->getCamera()->setPosition(glm::vec3(x, y, z));
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_scene->getCamera()->setDirection(yaw, pitch);
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_scene->getCamera()->setDOV(aperture, focus);
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_scene->getCamera()->updateCameraVectors();
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_scene->getCamera()->setDOV(aperture, focus);
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_scene->getCamera()->setFov(fov);
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_scene->getCamera()->setBounce(bounce);
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}
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bool SceneParser::parseLine(const std::string &line)
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@ -113,11 +113,12 @@ void Window::keyCallback(GLFWwindow *window, int key, int scancode, int action,
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{
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glm::vec3 pos = win->_scene->getCamera()->getPosition();
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glm::vec2 dir = win->_scene->getCamera()->getDirection();
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glm::vec2 dov = win->_scene->getCamera()->getDOV();
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glm::vec3 settings = win->_scene->getCamera()->getViewSetting();
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int bounce = win->_scene->getCamera()->getBounce();
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std::cout << "\nCAM\t" << pos.x << " " << pos.y << " " << pos.z << "\t"
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<< dir.x << " " << dir.y << " " << "\t"
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<< dov.x << " " << dov.y << " " << "\t"
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<< settings.x << " " << settings.y << " " << settings.z << "\t" << bounce
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<< std::endl;
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}
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}
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