240 lines
5.3 KiB
C
240 lines
5.3 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* miniRT.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/13 20:02:36 by yantoine #+# #+# */
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/* Updated: 2025/02/17 19:53:54 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef MINIRT_H
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# define MINIRT_H
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# include <math.h>
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#include "mlx.h"
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# include <stdbool.h>
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# include <stdio.h>
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# include <stdlib.h>
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# include <string.h>
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# include "libft.h"
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# include "float.h"
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// ----- Taille ecran ----
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# define WIDTH 320
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# define HEIGHT 240
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// ----- Tableaux de la scène -----
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# define MAX_SPHERES 128
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# define MAX_PLANES 128
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# define MAX_CYLINDERS 128
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# define MAX_LIGHTS 16
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# define MAX_AMBIENT 1
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# define MAX_CAMERA 1
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// ----- Minilibx
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typedef struct s_app
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{
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void *mlx;
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void *win;
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void *img;
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int *pixels;
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int bpp;
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int size_line;
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int endian;
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int win_width;
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int win_height;
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int key_w;
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int key_s;
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int key_a;
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int key_d;
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int key_left;
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int key_right;
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int key_up;
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int key_down;
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float move_speed;
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float rot_speed;
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float mouse_sens;
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t_vec3 cam_pos;
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t_vec3 cam_dir;
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t_vec3 right;
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t_vec3 cam_up;
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float fov;
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float yaw;
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float pitch;
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} t_app;
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// ----- Calcul
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typedef struct s_calc
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{
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t_vec3 oc;
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float a;
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float b;
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float c;
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float disc;
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float sqrtDisc;
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float t0;
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float t1;
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float t;
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t_vec3 hitPoint;
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t_vec3 d;
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t_vec3 v;
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float d_dot_v;
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float oc_dot_v;
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t_vec3 d_perp;
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t_vec3 oc_perp;
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float t_side;
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float y;
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float t_cap;
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float t_bot;
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float t_top;
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t_vec3 p;
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t_vec3 cp;
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float dist;
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float t_final;
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float proj;
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t_vec3 n;
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float ndc_x;
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float ndc_y;
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float aspect;
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float scale;
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float screen_x;
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float screen_y;
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t_vec3 ray_dir;
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t_vec3 color;
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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;
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// ----- Espace 3d
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typedef struct s_vec3
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{
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float x;
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float y;
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float z;
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} t_vec3;
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// ----- Ray -----
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typedef struct s_ray
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{
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t_vec3 origin;
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t_vec3 dir;
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} t_ray;
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// ----- Objets de la scène -----
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typedef struct s_sphere
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{
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t_vec3 center;
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float radius;
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t_vec3 color;
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} t_sphere;
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typedef struct s_plane
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{
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t_vec3 point;
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t_vec3 normal;
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t_vec3 color;
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} t_plane;
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typedef struct s_cylinder
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{
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t_vec3 center;
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t_vec3 axis; // Axe normalisé
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float radius; // Demi-diamètre
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float height;
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t_vec3 color;
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} t_cylinder;
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typedef struct s_light
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{
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t_vec3 pos;
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float brightness;
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t_vec3 color;
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} t_light;
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typedef struct s_ambient
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{
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float ambient_ratio;
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t_vec3 ambient_color;
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} t_ambient;
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typedef struct s_camera
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{
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t_vec3 camPos;
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t_vec3 camDir;
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float fov;
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float yaw;// vue de gauche a droite
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float pitch; // vue de haut en bas en radians
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} t_camera;
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typedef struct s_scene
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{
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t_sphere spheres[MAX_SPHERES];
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t_plane planes[MAX_PLANES];
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t_cylinder cylinders[MAX_CYLINDERS];
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t_light lights[MAX_LIGHTS];
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t_ambient ambient;
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t_camera camera;
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int numSpheres;
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int numPlanes;
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int numCylinders;
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int numLights;
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int numAmbient;
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const char *line_if_exit;
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const int fd_if_exit;
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const char **token_if_exit;
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} t_scene;
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// Calcul de vecteur
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t_vec3 vec3_add(t_vec3 a, t_vec3 b);
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t_vec3 vec3_sub(t_vec3 a, t_vec3 b);
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t_vec3 vec3_scale(t_vec3 a, float s);
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float vec3_dot(t_vec3 a, t_vec3 b);
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t_vec3 vec3_cross(t_vec3 a, t_vec3 b);
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float vec3_length(t_vec3 a);
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t_vec3 vec3_normalize(t_vec3 a);
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t_vec3 vec3_mul(t_vec3 a, t_vec3 b);
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// Config de scene
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t_scene create_scene(void);
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t_scene load_config(const char *filename);
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t_scene parsing_ambiant(const char *line, t_scene scene);
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t_scene parsing_camera(const char *line, t_scene scene);
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t_scene parsing_light(const char *line, t_scene scene);
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t_scene parsing_sphere(const char *line, t_scene scene);
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t_scene parsing_plane(const char *line, t_scene scene);
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t_scene parsing_cylindre(const char *line, t_scene scene);
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t_vec3 parse_color(const char *token, t_scene scene);
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t_vec3 parse_vector(const char *token, t_scene scene);
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t_vec3 parse_vector_normalize(const char *token, t_scene scene);
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// Parsing utils
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inline char **get_tokens_secure(t_scene scene, const int numObject, const int numObjectMax, const int supposed_nb_token);
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// Check
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inline int check_tokens(char **tokens, const int to_test, int expected);
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inline void check_if_max(t_scene scene, const int to_test, const int max);
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// Intersection
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float intersectCylinder(Ray ray, Cylinder cy, t_vec3 *hitNormal);
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float intersectPlane(Ray ray, Plane p, t_vec3 *hitNormal);
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float intersectSphere(Ray ray, Sphere s, t_vec3 *hitNormal);
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bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos);
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// Peripherique
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int key_press(int keycode, t_app *app);
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int key_release(int keycode, t_app *app);
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int mouse_move(int x, int y, t_app *app);
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// Render
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void update_camera(t_app *app);
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void render_scene(t_app *app);
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int update_frame(t_app *app);
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#endif
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