80 lines
3.5 KiB
C
80 lines
3.5 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* trace.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/17 19:07:07 by yantoine #+# #+# */
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/* Updated: 2025/02/17 21:51:30 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "miniRT.h"
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#include "miniRT.h"
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// Renvoie true si le rayon intersecte un objet, et met à jour tMin, hitNormal et objColor
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bool intersectObjects(t_ray ray, float *tMin, t_vec3 *hitNormal, t_vec3 *objColor, t_scene scene) {
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bool hit = false;
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float t;
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t_vec3 n;
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int i = 0;
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while (i < scene.numSpheres) {
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t = intersectSphere(ray, scene.spheres[i], &n);
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if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = scene.spheres[i].color; hit = true; }
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i++;
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}
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i = 0;
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while (i < scene.numPlanes) {
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t = intersectPlane(ray, scene.planes[i], &n);
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if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = scene.planes[i].color; hit = true; }
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i++;
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}
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i = 0;
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while (i < scene.numCylinders) {
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t = intersectCylinder(ray, scene.cylinders[i], &n);
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if (t > 1e-3f && t < *tMin) { *tMin = t; *hitNormal = n; *objColor = scene.cylinders[i].color; hit = true; }
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i++;
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}
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return hit;
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}
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// Calcule l'éclairage (ambiant, diffus et spéculaire) sur un point d'impact
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t_vec3 calcLighting(t_vec3 hitPoint, t_vec3 hitNormal, t_vec3 objColor, t_scene scene) {
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t_vec3 color = vec3_scale(objColor, scene.ambient.ratio);
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int i = 0;
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while (i < scene.numLights) {
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t_light light = scene.lights[i];
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t_vec3 L = vec3_normalize(vec3_sub(light.pos, hitPoint));
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if (!isInShadow(hitPoint, light.pos, scene)) {
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float diff = fmaxf(0.0f, vec3_dot(hitNormal, L));
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t_vec3 viewDir = vec3_normalize(vec3_sub(scene.camera.camPos, hitPoint));
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t_vec3 halfDir = vec3_normalize(vec3_add(L, viewDir));
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float spec = powf(fmaxf(0.0f, vec3_dot(hitNormal, halfDir)), 32.0f);
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color = vec3_add(color, vec3_scale(vec3_mul(objColor, light.color),
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diff * light.brightness));
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color = vec3_add(color, vec3_scale((t_vec3){1, 1, 1},
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spec * light.brightness));
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}
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i++;
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}
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if (color.x > 1.0f) color.x = 1.0f;
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if (color.y > 1.0f) color.y = 1.0f;
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if (color.z > 1.0f) color.z = 1.0f;
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return color;
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}
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// Fonction principale de lancer de rayon (trace)
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t_vec3 trace(t_ray ray, t_scene scene) {
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float tMin = 1e9;
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t_vec3 hitNormal = {0, 0, 0};
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t_vec3 objColor = {0, 0, 0};
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if (intersectObjects(ray, &tMin, &hitNormal, &objColor, scene)) {
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t_vec3 hitPoint = vec3_add(ray.origin, vec3_scale(ray.dir, tMin));
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return calcLighting(hitPoint, hitNormal, objColor, scene);
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}
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return (t_vec3){0.2f, 0.7f, 1.0f}; // Couleur de fond (ciel)
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}
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