Files
RayTracer/trace.c
T
2025-02-17 19:11:52 +01:00

80 lines
3.3 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* trace.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
/* Updated: 2025/02/17 19:10:35 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
#include "miniRT.h"
// Renvoie true si le rayon intersecte un objet, et met à jour tMin, hitNormal et objColor
bool intersectObjects(Ray ray, float *tMin, t_vec3 *hitNormal, t_vec3 *objColor) {
bool hit = false;
float t;
t_vec3 n;
int i = 0;
while (i < numSpheres) {
t = intersectSphere(ray, spheres[i], &n);
if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = spheres[i].color; hit = true; }
i++;
}
i = 0;
while (i < numPlanes) {
t = intersectPlane(ray, planes[i], &n);
if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = planes[i].color; hit = true; }
i++;
}
i = 0;
while (i < numCylinders) {
t = intersectCylinder(ray, cylinders[i], &n);
if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = cylinders[i].color; hit = true; }
i++;
}
return hit;
}
// Calcule l'éclairage (ambiant, diffus et spéculaire) sur un point d'impact
t_vec3 calcLighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor) {
t_vec3 color = vec3_scale(objColor, ambient_ratio);
int i = 0;
while (i < numLights) {
Light light = lights[i];
t_vec3 L = vec3_normalize(vec3_sub(light.pos, hitPoint));
if (!isInShadow(hitPoint, light.pos)) {
float diff = fmaxf(0.0f, vec3_dot(hitNormal, L));
t_vec3 viewDir = vec3_normalize(vec3_sub(camPos, hitPoint));
t_vec3 halfDir = vec3_normalize(vec3_add(L, viewDir));
float spec = powf(fmaxf(0.0f, vec3_dot(hitNormal, halfDir)), 32.0f);
color = vec3_add(color, vec3_scale(vec3_mul(objColor, light.color),
diff * light.brightness));
color = vec3_add(color, vec3_scale((t_vec3){1, 1, 1},
spec * light.brightness));
}
i++;
}
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;
}
// Fonction principale de lancer de rayon (trace)
t_vec3 trace(Ray ray) {
float tMin = 1e9;
t_vec3 hitNormal = {0, 0, 0};
t_vec3 objColor = {0, 0, 0};
if (intersectObjects(ray, &tMin, &hitNormal, &objColor)) {
t_vec3 hitPoint = vec3_add(ray.origin, vec3_scale(ray.dir, tMin));
return calcLighting(hitPoint, hitNormal, objColor);
}
return (t_vec3){0.2f, 0.7f, 1.0f}; // Couleur de fond (ciel)
}