update norme
This commit is contained in:
@@ -6,7 +6,7 @@
|
||||
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
|
||||
/* Updated: 2025/02/18 18:04:11 by yantoine ### ########.fr */
|
||||
/* Updated: 2025/02/18 20:34:28 by yantoine ### ########.fr */
|
||||
/* */
|
||||
/* ************************************************************************** */
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
|
||||
// Renvoie true si le rayon intersecte un objet, et met à jour tMin,
|
||||
//hitNormal et objColor
|
||||
bool interesct_objects(t_ray ray, float *tMin, t_vec3 *hitNormal,
|
||||
bool interesct_objects(float *tMin, t_vec3 *hitNormal,
|
||||
t_vec3 *objColor, t_scene scene)
|
||||
{
|
||||
bool hit;
|
||||
@@ -26,7 +26,7 @@ bool interesct_objects(t_ray ray, float *tMin, t_vec3 *hitNormal,
|
||||
i = 0;
|
||||
while (i < scene.numSpheres)
|
||||
{
|
||||
t = intersectSphere(ray, scene.spheres[i], &n);
|
||||
t = intersect_sphere(scene.ray, scene.spheres[i], &n);
|
||||
if (t > 1e-3f && t < *tMin)
|
||||
{
|
||||
*tMin = t;
|
||||
@@ -39,7 +39,7 @@ bool interesct_objects(t_ray ray, float *tMin, t_vec3 *hitNormal,
|
||||
i = 0;
|
||||
while (i < scene.numPlanes)
|
||||
{
|
||||
t = intersectPlane(ray, scene.planes[i], &n);
|
||||
t = intersect_plane(scene.ray, scene.planes[i], &n);
|
||||
if (t > 1e-3f && t < *tMin)
|
||||
{
|
||||
*tMin = t;
|
||||
@@ -52,7 +52,7 @@ bool interesct_objects(t_ray ray, float *tMin, t_vec3 *hitNormal,
|
||||
i = 0;
|
||||
while (i < scene.numCylinders)
|
||||
{
|
||||
t = intersectCylinder(ray, scene.cylinders[i], &n);
|
||||
t = intersect_cylinder(scene.ray, scene.cylinders[i], &n);
|
||||
if (t > 1e-3f && t < *tMin)
|
||||
{
|
||||
*tMin = t;
|
||||
@@ -117,9 +117,10 @@ t_vec3 trace(t_ray ray, t_scene scene)
|
||||
tMin = 1e9;
|
||||
hitNormal = (t_vec3){0, 0, 0};
|
||||
objColor = (t_vec3){0, 0, 0};
|
||||
if (interesct_objects(ray, &tMin, &hitNormal, &objColor, scene))
|
||||
scene.ray = ray;
|
||||
if (interesct_objects(&tMin, &hitNormal, &objColor, scene))
|
||||
{
|
||||
hitPoint = vec3_add(ray.origin, vec3_scale(ray.dir, tMin));
|
||||
hitPoint = vec3_add(scene.ray.origin, vec3_scale(scene.ray.dir, tMin));
|
||||
return (calcLighting(hitPoint, hitNormal, objColor, scene));
|
||||
}
|
||||
return ((t_vec3){0.2f, 0.7f, 1.0f}); // Couleur de fond (ciel)
|
||||
|
||||
Reference in New Issue
Block a user