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RayTracer/miniRT.h
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2025-02-17 23:36:51 +01:00

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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* miniRT.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/13 20:02:36 by yantoine #+# #+# */
/* Updated: 2025/02/17 23:35:34 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef MINIRT_H
# define MINIRT_H
# include <math.h>
# include <stdbool.h>
# include <stdio.h>
# include <stdlib.h>
# include <string.h>
# include <fcntl.h>
# include "get_next_line.h"
# include "libft.h"
# include "float.h"
# include "mlx.h"
// ----- Taille ecran ----
# define WIDTH 640
# define HEIGHT 480
// ----- Tableaux de la scène -----
# define MAX_SPHERES 128
# define MAX_PLANES 128
# define MAX_CYLINDERS 128
# define MAX_LIGHTS 16
# define MAX_AMBIENT 1
# define MAX_CAMERA 1
// ----- Espace 3d
typedef struct s_vec3
{
float x;
float y;
float z;
} t_vec3;
// ----- Ray -----
typedef struct s_ray
{
t_vec3 origin;
t_vec3 dir;
} t_ray;
// ----- Objets de la scène -----
typedef struct s_sphere
{
t_vec3 center;
float radius;
t_vec3 color;
} t_sphere;
typedef struct s_plane
{
t_vec3 point;
t_vec3 normal;
t_vec3 color;
} t_plane;
typedef struct s_cylinder
{
t_vec3 center;
t_vec3 axis; // Axe normalisé
float radius; // Demi-diamètre
float height;
t_vec3 color;
} t_cylinder;
typedef struct s_light
{
t_vec3 pos;
float brightness;
t_vec3 color;
} t_light;
typedef struct s_ambient
{
float ratio;
t_vec3 color;
} t_ambient;
typedef struct s_camera
{
t_vec3 camPos;
t_vec3 camDir;
t_vec3 right;
t_vec3 up;
float fov;
float yaw;// vue de gauche a droite
float pitch; // vue de haut en bas en radians
} t_camera;
typedef struct s_scene
{
t_sphere spheres[MAX_SPHERES];
t_plane planes[MAX_PLANES];
t_cylinder cylinders[MAX_CYLINDERS];
t_light lights[MAX_LIGHTS];
t_ambient ambient;
t_camera camera;
int numSpheres;
int numPlanes;
int numCylinders;
int numCamera;
int numLights;
int numAmbient;
char *line_if_exit;
char **token_if_exit;
int fd_if_exit;
} t_scene;
// ----- Minilibx
typedef struct s_app
{
void *mlx;
void *win;
void *img;
int *pixels;
int bpp;
int size_line;
int endian;
int win_width;
int win_height;
int key_w;
int key_s;
int key_a;
int key_d;
int key_left;
int key_right;
int key_up;
int key_down;
float mouse_sens;
t_scene scene;
} t_app;
// ----- Calcul
typedef struct s_calc
{
t_vec3 oc;
float a;
float b;
float c;
float disc;
float sqrtDisc;
float t0;
float t1;
float t;
t_vec3 hitPoint;
t_vec3 d;
t_vec3 v;
float d_dot_v;
float oc_dot_v;
t_vec3 d_perp;
t_vec3 oc_perp;
float t_side;
float y;
float t_cap;
float t_bot;
float t_top;
t_vec3 p;
t_vec3 cp;
float dist;
float t_final;
float proj;
t_vec3 n;
float ndc_x;
float ndc_y;
float aspect;
float scale;
float screen_x;
float screen_y;
t_ray ray;
t_vec3 ray_dir;
t_vec3 color;
} t_calc;
// Calcul de vecteur
t_vec3 vec3_add(t_vec3 a, t_vec3 b);
t_vec3 vec3_sub(t_vec3 a, t_vec3 b);
t_vec3 vec3_scale(t_vec3 a, float s);
float vec3_dot(t_vec3 a, t_vec3 b);
t_vec3 vec3_cross(t_vec3 a, t_vec3 b);
float vec3_length(t_vec3 a);
t_vec3 vec3_normalize(t_vec3 a);
t_vec3 vec3_mul(t_vec3 a, t_vec3 b);
// Config de scene
t_scene create_scene(void);
t_scene load_config(const char *filename);
t_scene parsing_ambiant(t_scene scene);
t_scene parsing_camera(t_scene scene);
t_scene parsing_light(t_scene scene);
t_scene parsing_sphere(t_scene scene);
t_scene parsing_plane(t_scene scene);
t_scene parsing_cylindre(t_scene scene);
t_vec3 parse_color(const char *token, t_scene scene);
t_vec3 parse_vector(const char *token, t_scene scene);
t_vec3 parse_vector_normalize(const char *token, t_scene scene);
// Parsing utils
char **get_tokens_secure(t_scene scene, const int numObject, const int numObjectMax, const int supposed_nb_token);
// Check
int check_tokens(char **tokens, int expected);
void check_if_max(t_scene scene, const int to_test, const int max);
// Intersection
float intersectCylinder(t_ray ray, t_cylinder cy, t_vec3 *hitNormal);
float intersectPlane(t_ray ray, t_plane p, t_vec3 *hitNormal);
float intersectSphere(t_ray ray, t_sphere s, t_vec3 *hitNormal);
bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene);
bool intersectObjects(t_ray ray, float *tMin, t_vec3 *hitNormal, t_vec3 *objColor, t_scene scene);
t_vec3 calcLighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor, t_scene scene);
t_vec3 trace(t_ray ray, t_scene scene);
// Peripherique
int key_press(int keycode, t_app *app);
int key_release(int keycode, t_app *app);
int mouse_move(int x, int y, t_app *app);
// Render
void update_camera(t_app *app);
void render_scene(t_app *app);
int update_frame(t_app *app);
// Array
int ft_arraylen(char **array);
void ft_free_array(char **array);
// Conversion
float ft_atof(char *str);
// Info
void print_vec3(t_vec3 vec);
void print_ray(t_ray ray);
void print_sphere(t_sphere sphere);
void print_plane(t_plane plane);
void print_cylinder(t_cylinder cyl);
void print_light(t_light light);
void print_ambient(t_ambient amb);
void print_camera(t_camera cam);
void print_scene(t_scene scene);
#endif