s'occuper de minilibx

This commit is contained in:
H3XploR
2025-02-17 19:11:52 +01:00
parent 8104118a08
commit 9b2f53bfa4
6 changed files with 287 additions and 104 deletions
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* shadows.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 18:58:42 by yantoine #+# #+# */
/* Updated: 2025/02/17 19:03:01 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
// Vérifie les intersections avec les sphères
static bool checkShadowSphere(const Ray shadowRay, float maxT, float epsilon) {
int i = 0;
t_vec3 dummy;
float t;
while (i < numSpheres) {
t = intersectSphere(shadowRay, spheres[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Vérifie les intersections avec les plans
static bool checkShadowPlane(const Ray shadowRay, float maxT, float epsilon) {
int i = 0;
t_vec3 dummy;
float t;
while (i < numPlanes) {
t = intersectPlane(shadowRay, planes[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Vérifie les intersections avec les cylindres
static bool checkShadowCylinder(const Ray shadowRay, float maxT, float epsilon) {
int i = 0;
t_vec3 dummy;
float t;
while (i < numCylinders) {
t = intersectCylinder(shadowRay, cylinders[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Fonction principale qui détermine si le point est dans l'ombre
bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos) {
const float epsilon = 1e-3f;
t_vec3 toLight = vec3_sub(lightPos, hitPoint);
float maxT = vec3_length(toLight);
t_vec3 L = vec3_normalize(toLight);
Ray shadowRay;
shadowRay.origin = vec3_add(hitPoint, vec3_scale(L, epsilon));
shadowRay.direction = L;
if (checkShadowSphere(shadowRay, maxT, epsilon))
return true;
if (checkShadowPlane(shadowRay, maxT, epsilon))
return true;
if (checkShadowCylinder(shadowRay, maxT, epsilon))
return true;
return false;
}