def camera(i, j): # int, int -> vector a alpha = math.tan(fovx/2)*((i - (width/2))/(width/2)) beta = math.tan(fovy/2)*(((height/2) - j)/(height/2)) dirn = vr.add_vector(vr.add_vector(vr.scale_mul(alpha, side(geo)), vr.scale_mul(beta, up(geo))), forward(geo)) dirn = vr.normalize(dirn) return ry.make_ray(eye, dirn)
def get_color(scene, lights, ray): # scene, lights, ray -> int t, normal = intersect_scene(scene, ray) ep = 1 if not t or t <= 0: return 0 if t: # calulate new pos... new_pos = ry.at_t(ray, t) new_pos = vr.add_vector(new_pos, vr.scale_mul(ep, normal)) return intersect_lights(scene, lights, new_pos, normal)
def at_t(ray, t): # ray, float -> vector pos = get_pos(ray) dirn = get_dirn(ray) new_pos = vr.add_vector(pos, vr.scale_mul(t, dirn)) return new_pos