Files
RayTracer/print.c
T
2025-02-18 17:20:28 +01:00

95 lines
2.5 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* print.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 23:16:21 by yantoine #+# #+# */
/* Updated: 2025/02/18 17:03:05 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
void print_light(t_light light)
{
printf("Position : ");
print_vec3(light.pos);
printf("\nIntensité : %.2f", light.brightness);
printf("\nCouleur : ");
print_vec3(light.color);
printf("\n");
}
void print_ambient(t_ambient amb)
{
printf("Ratio d'ambiance : %.2f\n", amb.ratio);
printf("Couleur ambiante : ");
print_vec3(amb.color);
printf("\n");
}
void print_camera(t_camera cam)
{
printf("Position de la caméra : ");
print_vec3(cam.camPos);
printf("\nDirection : ");
print_vec3(cam.camDir);
printf("\nRight : ");
print_vec3(cam.right);
printf("\nUp : ");
print_vec3(cam.up);
printf("\nFOV : %.2f", cam.fov);
printf("\nYaw : %.2f", cam.yaw);
printf("\nPitch : %.2f", cam.pitch);
printf("\n");
}
void print_scene(t_scene scene)
{
int i;
i = 0;
printf("=== SCENE ===\n");
printf("\n--- Ambiance ---\n");
print_ambient(scene.ambient);
if (scene.numCamera > 0)
{
printf("\n--- Caméra ---\n");
print_camera(scene.camera);
}
printf("\n--- Sphères (%d) ---\n", scene.numSpheres);
i = 0;
while (i < scene.numSpheres)
{
printf("\nSphère %d :\n", i);
print_sphere(scene.spheres[i]);
i++;
}
printf("\n--- Plans (%d) ---\n", scene.numPlanes);
i = 0;
while (i < scene.numPlanes)
{
printf("\nPlan %d :\n", i);
print_plane(scene.planes[i]);
i++;
}
printf("\n--- Cylindres (%d) ---\n", scene.numCylinders);
i = 0;
while (i < scene.numCylinders)
{
printf("\nCylindre %d :\n", i);
print_cylinder(scene.cylinders[i]);
i++;
}
printf("\n--- Lumières (%d) ---\n", scene.numLights);
i = 0;
while (i < scene.numLights)
{
printf("\nLumière %d :\n", i);
print_light(scene.lights[i]);
i++;
}
}