Ejemplo n.º 1
0
int main(int argc, const char* argv[])
{
	rayInit(argv[0], "dlc:cube/scenes/scene.map");
	rayOpenWindow("Cube World", 1376, 768);

	while (!rayIsQuitRequest())
	{
		rayUpdate();
	}

	rayTerminate();
	return 0;
}
Ejemplo n.º 2
0
int main(int argc, const char* argv[])
{
	rayInit(argv[0], "dlc:GI/scene/scene.map");
	
	if (rayOpenWindow("Global illumination", 1376, 768))
	{
		while (!rayIsQuitRequest())
			rayUpdate();
	}

	rayTerminate();
	return 0;
}
Ejemplo n.º 3
0
/* take the definition of a camera and a point within the film plane of the camera and generate a RAY
   x and y both have a range of -0.5 to +0.5 */
Ray *camGenerateRay(Camera *camera, double x, double y, Ray *ray){
	Vec direction;
	Vec cameraX, cameraY;
	
	/* work out direction camera is pointing in */
	vecSub(&(camera->lookAt), &(camera->at), &direction);
	vecNormalise(&direction, &direction);

	/* using that and DOWN, work out the camera axes and normalise */
	vecProduct(&direction, &(camera->down), &cameraX);
	vecProduct(&direction, &cameraX, &cameraY);
	vecNormalise(&cameraX, &cameraX);
	vecNormalise(&cameraY, &cameraY);
	
	/* finally combine film offset and camera axes to work out film position */
	vecScale(x * camera->width, &cameraX, &cameraX);
	vecScale(y * camera->height, &cameraY, &cameraY);
	vecScale(camera->depth, &direction, &direction);
	vecAdd(&cameraX, &direction, &direction);
	vecAdd(&cameraY, &direction, &direction);
	
	rayInit(&(camera->at), &direction, ray);
	return ray;
}