Files
RayTracer/trace.c
T
2025-02-19 16:30:41 +01:00

69 lines
2.5 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* trace.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
/* Updated: 2025/02/19 16:30:27 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
// Calcule l'éclairage (ambiant, diffus et spéculaire) sur un point d'impact
t_vec3 calc_lighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor,
t_scene scene)
{
int i;
t_calc calc;
calc.color = vec3_scale(objColor, scene.ambient.ratio);
i = 0;
while (i < scene.numLights)
{
calc.light = scene.lights[i];
calc.l = vec3_normalize(vec3_sub(calc.light.pos, hitPoint));
if (!is_in_shadow(hitPoint, calc.light.pos, scene))
{
calc.diff = fmaxf(0.0f, vec3_dot(hitNormal, calc.l));
calc.view_dir = vec3_normalize(vec3_sub(scene.camera.camPos, hitPoint));
calc.half_dir = vec3_normalize(vec3_add(calc.l, calc.view_dir));
calc.spec = powf(fmaxf(0.0f, vec3_dot(hitNormal, calc.half_dir)), 32.0f);
calc.color = vec3_add(calc.color, vec3_scale(vec3_mul(objColor, calc.light.color),
calc.diff * calc.light.brightness));
calc.color = vec3_add(calc.color, vec3_scale((t_vec3){1, 1, 1}, calc.spec
* calc.light.brightness));
}
i++;
}
if (calc.color.x > 1.0f)
calc.color.x = 1.0f;
if (calc.color.y > 1.0f)
calc.color.y = 1.0f;
if (calc.color.z > 1.0f)
calc.color.z = 1.0f;
return (calc.color);
}
// Fonction principale de lancer de rayon (trace)
t_vec3 trace(t_ray ray, t_scene scene)
{
float tMin;
t_vec3 hitNormal;
t_vec3 objColor;
t_vec3 hitPoint;
tMin = 1e9;
hitNormal = (t_vec3){0, 0, 0};
objColor = (t_vec3){0, 0, 0};
scene.ray = ray;
if (intersect_objects(&tMin, &hitNormal, &objColor, scene))
{
hitPoint = vec3_add(scene.ray.origin, vec3_scale(scene.ray.dir, tMin));
return (calc_lighting(hitPoint, hitNormal, objColor, scene));
}
return ((t_vec3){0, 0, 0}); // Couleur de fond (ciel)
}