faire la norme
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@@ -14,10 +14,10 @@
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static void render_pixel(t_app *app, int x, int y)
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{
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t_calc calc;
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unsigned char r;
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unsigned char g;
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unsigned char b;
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t_calc calc;
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unsigned char r;
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unsigned char g;
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unsigned char b;
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calc.ndc_x = (x + 0.5f) / app->win_width;
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calc.ndc_y = (y + 0.5f) / app->win_height;
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@@ -27,7 +27,7 @@ static void render_pixel(t_app *app, int x, int y)
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calc.screen_y = (1 - 2 * calc.ndc_y) * calc.scale;
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calc.ray_dir = vec3_add(app->scene.camera.camDir,
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vec3_add(vec3_scale(app->scene.camera.right, calc.screen_x),
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vec3_scale(app->scene.camera.up, calc.screen_y)));
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vec3_scale(app->scene.camera.up, calc.screen_y)));
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calc.ray_dir = vec3_normalize(calc.ray_dir);
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calc.ray.origin = app->scene.camera.camPos;
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calc.ray.dir = calc.ray_dir;
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@@ -35,7 +35,8 @@ static void render_pixel(t_app *app, int x, int y)
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r = (unsigned char)(fminf(calc.color.x, 1.0f) * 255);
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g = (unsigned char)(fminf(calc.color.y, 1.0f) * 255);
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b = (unsigned char)(fminf(calc.color.z, 1.0f) * 255);
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app->pixels[y * app->win_width + x] = (255 << 24) | (r << 16) | (g << 8) | b;
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app->pixels[y * app->win_width
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+ x] = (255 << 24) | (r << 16) | (g << 8) | b;
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}
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void render_scene(t_app *app)
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