void Camera::LookAt(Vector3 target, Vector3 up) { view = Matrix::CreateLookAt(position, target, up); Matrix temp = view.Transpose(); right = temp.Right(); this->up = temp.Up(); forward = temp.Forward(); }
Ray Raytracer::GetRay(int _x, int _y) const { float fovx = M_PI * m_FOV / 180; //Horizontal FOV float fovy = M_PI * 55 / 180; //Vertical FOV (hard coded to 55) float halfWidth = m_Width/2; float halfHeight = m_Height/2; float alpha = tanf(fovx / 2)*((_x - halfWidth) / halfWidth) + ((float)rand() / RAND_MAX - 0.5f) * 0.01f; //horizontal offset float beta = tanf(fovy / 2)*((halfHeight - _y) / halfHeight) + ((float)rand() / RAND_MAX - 0.5f) * 0.01f; //vertical offset Matrix viewMatrix = m_pCamera->GetViewMatrix(); Vector3 pos = viewMatrix.Translation(); Vector3 dir = alpha * viewMatrix.Right() + beta * viewMatrix.Up() + viewMatrix.Forward(); dir.Normalize(); return Ray(pos, dir); }