uefi-rt/raytracer/src/ray.rs
2025-10-01 14:40:15 +02:00

58 lines
1.6 KiB
Rust

use alloc::vec::Vec;
use cgmath::{Matrix4, Vector3, Vector4, num_traits::Num};
pub struct Ray<T> {
pub(crate) origin: Vector3<T>,
pub(crate) direction: Vector3<T>,
}
pub fn construct_primary_rays(
(width, height): (usize, usize),
(pixel_x_coord, pixel_y_coord): (usize, usize),
cam_to_world_matrix: &Matrix4<f32>,
focal_length: f32,
rays_per_pixel: usize,
) -> Vec<Ray> {
let mut rays: Vec<Ray> = Vec::with_capacity(rays_per_pixel);
//generate all rays for this pixel and add them to the rays vector
for _ in 0..rays_per_pixel {
rays.push(generate_single_primary_ray(
(width, height),
cam_to_world_matrix,
focal_length,
pixel_x_coord,
pixel_y_coord,
//no noise
0.0f,
0.0f,
));
}
rays
}
fn generate_single_primary_ray(
(buffer_width, buffer_height): (usize, usize),
cam_to_world_transform: &Matrix4<f32>,
focal_length: f32,
u: usize,
v: usize,
u_offset: f32,
v_offset: f32,
) -> Ray {
//calculate the ray direction and translate it to world space
let direction_camera_space: Vector4<f32> = Vector4::new(
u as f32 - (buffer_width as f32 / 2.0) + u_offset,
v as f32 - (buffer_height as f32 / 2.0) + v_offset,
focal_length,
0.0,
);
let direction_world_space = cam_to_world_transform * direction_camera_space.normalize();
Ray {
origin: cam_to_world_transform.w.truncate(),
direction: direction_world_space.truncate().normalize(),
}
}