update norme
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@@ -6,104 +6,45 @@
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
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/* Updated: 2025/02/18 20:34:28 by yantoine ### ########.fr */
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/* Updated: 2025/02/19 16:30:27 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "miniRT.h"
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// Renvoie true si le rayon intersecte un objet, et met à jour tMin,
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//hitNormal et objColor
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bool interesct_objects(float *tMin, t_vec3 *hitNormal,
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t_vec3 *objColor, t_scene scene)
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{
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bool hit;
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float t;
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t_vec3 n;
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int i;
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hit = false;
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i = 0;
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while (i < scene.numSpheres)
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{
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t = intersect_sphere(scene.ray, scene.spheres[i], &n);
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if (t > 1e-3f && t < *tMin)
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{
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*tMin = t;
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*hitNormal = n;
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*objColor = scene.spheres[i].color;
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hit = true;
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}
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i++;
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}
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i = 0;
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while (i < scene.numPlanes)
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{
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t = intersect_plane(scene.ray, scene.planes[i], &n);
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if (t > 1e-3f && t < *tMin)
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{
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*tMin = t;
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*hitNormal = n;
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*objColor = scene.planes[i].color;
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hit = true;
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}
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i++;
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}
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i = 0;
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while (i < scene.numCylinders)
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{
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t = intersect_cylinder(scene.ray, scene.cylinders[i], &n);
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if (t > 1e-3f && t < *tMin)
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{
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*tMin = t;
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*hitNormal = n;
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*objColor = scene.cylinders[i].color;
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hit = true;
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}
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i++;
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}
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return (hit);
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}
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// Calcule l'éclairage (ambiant, diffus et spéculaire) sur un point d'impact
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t_vec3 calcLighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor,
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t_vec3 calc_lighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor,
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t_scene scene)
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{
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t_vec3 color;
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int i;
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t_light light;
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t_vec3 L;
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float diff;
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t_vec3 viewDir;
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t_vec3 halfDir;
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float spec;
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t_calc calc;
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color = vec3_scale(objColor, scene.ambient.ratio);
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calc.color = vec3_scale(objColor, scene.ambient.ratio);
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i = 0;
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while (i < scene.numLights)
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{
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light = scene.lights[i];
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L = vec3_normalize(vec3_sub(light.pos, hitPoint));
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if (!is_in_shadow(hitPoint, light.pos, scene))
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calc.light = scene.lights[i];
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calc.l = vec3_normalize(vec3_sub(calc.light.pos, hitPoint));
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if (!is_in_shadow(hitPoint, calc.light.pos, scene))
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{
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diff = fmaxf(0.0f, vec3_dot(hitNormal, L));
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viewDir = vec3_normalize(vec3_sub(scene.camera.camPos, hitPoint));
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halfDir = vec3_normalize(vec3_add(L, viewDir));
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spec = powf(fmaxf(0.0f, vec3_dot(hitNormal, halfDir)), 32.0f);
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color = vec3_add(color, vec3_scale(vec3_mul(objColor, light.color),
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diff * light.brightness));
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color = vec3_add(color, vec3_scale((t_vec3){1, 1, 1}, spec
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* light.brightness));
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calc.diff = fmaxf(0.0f, vec3_dot(hitNormal, calc.l));
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calc.view_dir = vec3_normalize(vec3_sub(scene.camera.camPos, hitPoint));
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calc.half_dir = vec3_normalize(vec3_add(calc.l, calc.view_dir));
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calc.spec = powf(fmaxf(0.0f, vec3_dot(hitNormal, calc.half_dir)), 32.0f);
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calc.color = vec3_add(calc.color, vec3_scale(vec3_mul(objColor, calc.light.color),
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calc.diff * calc.light.brightness));
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calc.color = vec3_add(calc.color, vec3_scale((t_vec3){1, 1, 1}, calc.spec
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* calc.light.brightness));
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}
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i++;
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}
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if (color.x > 1.0f)
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color.x = 1.0f;
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if (color.y > 1.0f)
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color.y = 1.0f;
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if (color.z > 1.0f)
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color.z = 1.0f;
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return (color);
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if (calc.color.x > 1.0f)
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calc.color.x = 1.0f;
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if (calc.color.y > 1.0f)
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calc.color.y = 1.0f;
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if (calc.color.z > 1.0f)
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calc.color.z = 1.0f;
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return (calc.color);
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}
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// Fonction principale de lancer de rayon (trace)
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@@ -118,10 +59,10 @@ t_vec3 trace(t_ray ray, t_scene scene)
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hitNormal = (t_vec3){0, 0, 0};
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objColor = (t_vec3){0, 0, 0};
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scene.ray = ray;
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if (interesct_objects(&tMin, &hitNormal, &objColor, scene))
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if (intersect_objects(&tMin, &hitNormal, &objColor, scene))
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{
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hitPoint = vec3_add(scene.ray.origin, vec3_scale(scene.ray.dir, tMin));
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return (calcLighting(hitPoint, hitNormal, objColor, scene));
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return (calc_lighting(hitPoint, hitNormal, objColor, scene));
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}
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return ((t_vec3){0.2f, 0.7f, 1.0f}); // Couleur de fond (ciel)
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return ((t_vec3){0, 0, 0}); // Couleur de fond (ciel)
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}
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