Esempio n. 1
0
Vector2 Vector2::random(G3D::Random& r) {
    Vector2 result;

    do {
        result = Vector2(r.uniform(-1, 1), r.uniform(-1, 1));

    } while (result.squaredLength() >= 1.0f);

    result.unitize();

    return result;
}
Esempio n. 2
0
void App::trace(int x, int y) {
    Color3 sum = Color3::black();
    if (m_currentRays == 1) 
	{
        sum = rayTrace(m_debugCamera->worldRay(x + 0.5f, y + 0.5f, m_currentImage->rect2DBounds()), m_world);
    } 
	// Don't calculate blur if either aperture or focal length are 0
	else if(m_aperture == 0 || m_focalLength == 0)
	{
		for (int i = 0; i < m_currentRays; ++i) 
		{
			sum += rayTrace(m_debugCamera->worldRay(x + rnd.uniform(), y + rnd.uniform(), m_currentImage->rect2DBounds()), m_world);
		}
	}
	else
	{
        for (int i = 0; i < m_currentRays; ++i) {
			// Save the original ray
			Ray oldRay = m_debugCamera->worldRay(x, y, m_currentImage->rect2DBounds());
			
			// Calculate the origin of the new ray by multiplying the x and y values by a fraction of the aperture (keep z the same)
			Point3 newOrigin = Point3(oldRay.origin().x + (rnd.uniform() * m_aperture/20.0f), oldRay.origin().y + (rnd.uniform() * m_aperture/20.0f), oldRay.origin().z);
			 
			// Determine the direction between the end point of the original ray and the new origin
			Vector3 newDirection = ((oldRay.origin() + oldRay.direction()* m_focalLength) - newOrigin);

			// Normalize the direction of the new ray
			newDirection /= newDirection.magnitude();

			// Create a new ray from origin and direction, then add to sum
			Ray newRay = Ray(newOrigin, newDirection);			
            sum += rayTrace(newRay, m_world);
        }
    }
    m_currentImage->set(x, y, sum / (float)m_currentRays);
}