Files
2025-02-19 17:02:54 +01:00

89 lines
2.7 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* trace.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
/* Updated: 2025/02/19 16:59:53 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
static t_vec3 clamp_color(t_vec3 color)
{
if (color.x > 1.0f)
color.x = 1.0f;
if (color.y > 1.0f)
color.y = 1.0f;
if (color.z > 1.0f)
color.z = 1.0f;
return (color);
}
static t_vec3 calc_light_contribution(t_hit_info hit, t_light light,
t_camera camera, t_scene scene)
{
t_vec3 l;
float diff;
t_vec3 view_dir;
t_vec3 half_dir;
float spec;
l = vec3_normalize(vec3_sub(light.pos, hit.point));
if (is_in_shadow(hit.point, light.pos, scene))
return ((t_vec3){0, 0, 0});
diff = fmaxf(0.0f, vec3_dot(hit.normal, l));
view_dir = vec3_normalize(vec3_sub(camera.cam_pos, hit.point));
half_dir = vec3_normalize(vec3_add(l, view_dir));
spec = powf(fmaxf(0.0f, vec3_dot(hit.normal, half_dir)), 32.0f);
return (vec3_add(vec3_scale(vec3_mul(hit.color, \
light.color), diff * light.brightness), \
vec3_scale((t_vec3){1, 1, 1}, \
spec * light.brightness)));
}
t_vec3 calc_lighting(t_vec3 hit_point, t_vec3 hit_normal, t_vec3 obj_color,
t_scene scene)
{
t_vec3 color;
t_hit_info hit;
int i;
color = vec3_scale(obj_color, scene.ambient.ratio);
hit.point = hit_point;
hit.normal = hit_normal;
hit.color = obj_color;
i = 0;
while (i < scene.num_lights)
{
color = vec3_add(color, calc_light_contribution(hit, scene.lights[i],
scene.camera, scene));
i++;
}
return (clamp_color(color));
}
// Fonction principale de lancer de rayon (trace)
t_vec3 trace(t_ray ray, t_scene scene)
{
float t_min;
t_vec3 hit_normal;
t_vec3 obj_color;
t_vec3 hit_point;
t_min = 1e9;
hit_normal = (t_vec3){0, 0, 0};
obj_color = (t_vec3){0, 0, 0};
scene.ray = ray;
if (intersect_objects(&t_min, &hit_normal, &obj_color, scene))
{
hit_point = vec3_add(scene.ray.origin, vec3_scale(scene.ray.dir,
t_min));
return (calc_lighting(hit_point, hit_normal, obj_color, scene));
}
return ((t_vec3){0, 0, 0});
}