Files
RayTracer/shadows.c
T
2025-02-17 22:09:31 +01:00

77 lines
2.7 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* shadows.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/02/17 18:58:42 by yantoine #+# #+# */
/* Updated: 2025/02/17 21:44:07 by yantoine ### ########.fr */
/* */
/* ************************************************************************** */
#include "miniRT.h"
// Vérifie les intersections avec les sphères
static bool checkShadowSphere(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
int i = 0;
t_vec3 dummy;
float t;
while (i < scene.numSpheres) {
t = intersectSphere(shadowRay, scene.spheres[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Vérifie les intersections avec les plans
static bool checkShadowPlane(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
int i = 0;
t_vec3 dummy;
float t;
while (i < scene.numPlanes) {
t = intersectPlane(shadowRay, scene.planes[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Vérifie les intersections avec les cylindres
static bool checkShadowCylinder(const t_ray shadowRay, float maxT, float epsilon, t_scene scene) {
int i = 0;
t_vec3 dummy;
float t;
while (i < scene.numCylinders) {
t = intersectCylinder(shadowRay, scene.cylinders[i], &dummy);
if (t > epsilon && t < maxT)
return true;
i++;
}
return false;
}
// Fonction principale qui détermine si le point est dans l'ombre
bool isInShadow(t_vec3 hitPoint, t_vec3 lightPos, t_scene scene) {
const float epsilon = 1e-3f;
t_vec3 toLight = vec3_sub(lightPos, hitPoint);
float maxT = vec3_length(toLight);
t_vec3 L = vec3_normalize(toLight);
t_ray shadowRay;
shadowRay.origin = vec3_add(hitPoint, vec3_scale(L, epsilon));
shadowRay.dir = L;
if (checkShadowSphere(shadowRay, maxT, epsilon, scene))
return true;
if (checkShadowPlane(shadowRay, maxT, epsilon, scene))
return true;
if (checkShadowCylinder(shadowRay, maxT, epsilon, scene))
return true;
return false;
}