update norme

This commit is contained in:
H3XploR
2025-02-18 17:48:52 +01:00
parent 6e963545c9
commit 8c683956ee
9 changed files with 64 additions and 142 deletions
+29 -26
View File
@@ -6,16 +6,17 @@
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 18:58:42 by yantoine #+# #+# */
/* Updated: 2025/02/17 21:44:07 by yantoine ### ########.fr */
/* Updated: 2025/02/18 17:48:22 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
// Vérifie les intersections avec les sphères
static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon,
t_scene scene)
static bool check_shadow_sphere(const t_ray shadow_ray, \
float max_t, t_scene scene)
{
const float epsilon = 1e-3f;
int i;
t_vec3 dummy;
float t;
@@ -23,8 +24,8 @@ static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon,
i = 0;
while (i < scene.numSpheres)
{
t = intersectSphere(shadowRay, scene.spheres[i], &dummy);
if (t > epsilon && t < maxT)
t = intersectSphere(shadow_ray, scene.spheres[i], &dummy);
if (t > epsilon && t < max_t)
return (true);
i++;
}
@@ -32,9 +33,10 @@ static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon,
}
// Vérifie les intersections avec les plans
static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon,
t_scene scene)
static bool check_shadow_plane(const t_ray shadow_ray, \
float max_t, t_scene scene)
{
const float epsilon = 1e-3f;
int i;
t_vec3 dummy;
float t;
@@ -42,8 +44,8 @@ static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon,
i = 0;
while (i < scene.numPlanes)
{
t = intersectPlane(shadowRay, scene.planes[i], &dummy);
if (t > epsilon && t < maxT)
t = intersectPlane(shadow_ray, scene.planes[i], &dummy);
if (t > epsilon && t < max_t)
return (true);
i++;
}
@@ -51,9 +53,10 @@ static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon,
}
// Vérifie les intersections avec les cylindres
static bool checkShadowCylinder(const t_ray shadowRay, float maxT,
float epsilon, t_scene scene)
static bool check_shadow_cylinder(const t_ray shadow_ray, \
float max_t, t_scene scene)
{
const float epsilon = 1e-3f;
int i;
t_vec3 dummy;
float t;
@@ -61,8 +64,8 @@ static bool checkShadowCylinder(const t_ray shadowRay, float maxT,
i = 0;
while (i < scene.numCylinders)
{
t = intersectCylinder(shadowRay, scene.cylinders[i], &dummy);
if (t > epsilon && t < maxT)
t = intersectCylinder(shadow_ray, scene.cylinders[i], &dummy);
if (t > epsilon && t < max_t)
return (true);
i++;
}
@@ -70,24 +73,24 @@ static bool checkShadowCylinder(const t_ray shadowRay, float maxT,
}
// Fonction principale qui détermine si le point est dans l'ombre
bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene)
bool is_in_shadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene)
{
const float epsilon = 1e-3f;
t_vec3 toLight;
float maxT;
t_vec3 L;
t_ray shadowRay;
t_vec3 to_light;
float max_t;
t_vec3 l;
t_ray shadow_ray;
toLight = vec3_sub(lightPos, hitPoint);
maxT = vec3_length(toLight);
L = vec3_normalize(toLight);
shadowRay.origin = vec3_add(hitPoint, vec3_scale(L, epsilon));
shadowRay.dir = L;
if (checkShadowSphere(shadowRay, maxT, epsilon, scene))
to_light = vec3_sub(lightPos, hitPoint);
max_t = vec3_length(to_light);
l = vec3_normalize(to_light);
shadow_ray.origin = vec3_add(hitPoint, vec3_scale(l, epsilon));
shadow_ray.dir = l;
if (check_shadow_sphere(shadow_ray, max_t, scene))
return (true);
if (checkShadowPlane(shadowRay, maxT, epsilon, scene))
if (check_shadow_plane(shadow_ray, max_t, scene))
return (true);
if (checkShadowCylinder(shadowRay, maxT, epsilon, scene))
if (check_shadow_cylinder(shadow_ray, max_t, scene))
return (true);
return (false);
}