Files
RayTracer/trace.c
T
2025-02-19 16:38:36 +01:00

77 lines
3.0 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* trace.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
/* Updated: 2025/02/19 16:37:40 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 = vec3_normalize(vec3_sub(light.pos, hit.point)); // Variable 1
if (is_in_shadow(hit.point, light.pos, scene))
return (t_vec3){0, 0, 0};
float diff = fmaxf(0.0f, vec3_dot(hit.normal, l)); // Variable 2
t_vec3 view_dir = vec3_normalize(vec3_sub(camera.camPos, hit.point)); // Variable 3
t_vec3 half_dir = vec3_normalize(vec3_add(l, view_dir)); // Variable 4
float spec = powf(fmaxf(0.0f, vec3_dot(hit.normal, half_dir)), 32.0f); // Variable 5
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 = vec3_scale(obj_color, scene.ambient.ratio); // Variable 1
t_hit_info hit; // Variable 2
hit.point = hit_point;
hit.normal = hit_normal;
hit.color = obj_color;
int i = 0; // Variable 3
while (i < scene.numLights)
{
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});
}