faire la norme
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@@ -13,64 +13,81 @@
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#include "miniRT.h"
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// Vérifie les intersections avec les sphères
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static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
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int i = 0;
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t_vec3 dummy;
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float t;
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while (i < scene.numSpheres) {
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t = intersectSphere(shadowRay, scene.spheres[i], &dummy);
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if (t > epsilon && t < maxT)
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return true;
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i++;
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}
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return false;
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static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon,
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t_scene scene)
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{
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int i;
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t_vec3 dummy;
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float t;
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i = 0;
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while (i < scene.numSpheres)
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{
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t = intersectSphere(shadowRay, scene.spheres[i], &dummy);
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if (t > epsilon && t < maxT)
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return (true);
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i++;
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}
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return (false);
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}
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// Vérifie les intersections avec les plans
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static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
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int i = 0;
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t_vec3 dummy;
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float t;
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while (i < scene.numPlanes) {
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t = intersectPlane(shadowRay, scene.planes[i], &dummy);
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if (t > epsilon && t < maxT)
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return true;
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i++;
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}
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return false;
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static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon,
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t_scene scene)
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{
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int i;
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t_vec3 dummy;
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float t;
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i = 0;
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while (i < scene.numPlanes)
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{
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t = intersectPlane(shadowRay, scene.planes[i], &dummy);
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if (t > epsilon && t < maxT)
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return (true);
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i++;
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}
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return (false);
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}
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// Vérifie les intersections avec les cylindres
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static bool checkShadowCylinder(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
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int i = 0;
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t_vec3 dummy;
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float t;
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while (i < scene.numCylinders) {
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t = intersectCylinder(shadowRay, scene.cylinders[i], &dummy);
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if (t > epsilon && t < maxT)
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return true;
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i++;
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}
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return false;
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static bool checkShadowCylinder(const t_ray shadowRay, float maxT,
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float epsilon, t_scene scene)
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{
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int i;
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t_vec3 dummy;
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float t;
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i = 0;
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while (i < scene.numCylinders)
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{
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t = intersectCylinder(shadowRay, scene.cylinders[i], &dummy);
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if (t > epsilon && t < maxT)
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return (true);
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i++;
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}
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return (false);
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}
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// Fonction principale qui détermine si le point est dans l'ombre
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bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene) {
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const float epsilon = 1e-3f;
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t_vec3 toLight = vec3_sub(lightPos, hitPoint);
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float maxT = vec3_length(toLight);
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t_vec3 L = vec3_normalize(toLight);
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t_ray shadowRay;
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shadowRay.origin = vec3_add(hitPoint, vec3_scale(L, epsilon));
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shadowRay.dir = L;
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bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene)
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{
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const float epsilon = 1e-3f;
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t_vec3 toLight;
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float maxT;
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t_vec3 L;
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t_ray shadowRay;
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if (checkShadowSphere(shadowRay, maxT, epsilon, scene))
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return true;
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if (checkShadowPlane(shadowRay, maxT, epsilon, scene))
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return true;
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if (checkShadowCylinder(shadowRay, maxT, epsilon, scene))
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return true;
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return false;
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toLight = vec3_sub(lightPos, hitPoint);
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maxT = vec3_length(toLight);
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L = vec3_normalize(toLight);
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shadowRay.origin = vec3_add(hitPoint, vec3_scale(L, epsilon));
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shadowRay.dir = L;
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if (checkShadowSphere(shadowRay, maxT, epsilon, scene))
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return (true);
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if (checkShadowPlane(shadowRay, maxT, epsilon, scene))
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return (true);
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if (checkShadowCylinder(shadowRay, maxT, epsilon, scene))
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return (true);
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return (false);
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}
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