-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathft_calcule.c
95 lines (85 loc) · 2.6 KB
/
ft_calcule.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ft_calcule.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ymoukhli <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2019/07/11 19:30:43 by ymoukhli #+# #+# */
/* Updated: 2019/07/23 17:05:55 by ymoukhli ### ########.fr */
/* */
/* ************************************************************************** */
#include "rtv1.h"
t_vect ft_nor_cylinder(t_cam cam, t_val *v)
{
t_vect nor;
nor = vec_sub(cam.pos, v->obj.pos);
nor = vec_sub(nor, vec_mult(v->m, v->obj.dir));
nor = vec_normalise(nor);
return (nor);
}
t_vect ft_nor_cone(t_obj obj, t_cam cam, t_val *v)
{
t_vect nor;
float k;
k = tan(ft_deg_to_rad(obj.dif) / 2.0);
nor = vec_sub(cam.pos, v->obj.pos);
nor = vec_sub(nor, vec_mult((1 + ft_sqrs(k)), vec_mult(v->m, v->obj.dir)));
nor = vec_normalise(nor);
return (nor);
}
void ft_light_angle(t_val *v, t_cam cam)
{
t_vect nor;
float f;
if (v->obj.type == plane)
nor = v->obj.nor;
if (v->obj.type == cone)
nor = ft_nor_cone(v->obj, cam, v);
if (v->obj.type == sphere)
nor = vec_sub(cam.pos, v->obj.pos);
if (v->obj.type == cylinder)
nor = ft_nor_cylinder(cam, v);
nor = vec_normalise(nor);
f = vec_dot(nor, cam.ray);
if (f < 0)
f = 0;
v->col = vec_mult(f, v->col);
}
int ft_light_power(t_obj *obj, t_cam cam, t_val *v, float dist)
{
while (obj)
{
if (obj->type == plane)
ft_plane(cam, *obj, v, 0);
if (obj->type == sphere)
ft_sphere(cam, *obj, v, 0);
if (obj->type == cylinder)
ft_cylinder(cam, *obj, v, 0);
if (obj->type == cone)
ft_cone(cam, *obj, v, 0);
if ((v->dis + 0.001) < dist)
return (-1);
obj = obj->next;
}
return (0);
}
void ft_light(t_params *init, t_val *v, t_cam cam)
{
t_sce sce;
t_obj *obj;
float dist;
obj = init->obj;
v->dis -= 0.2;
sce = *(init->sce);
cam.pos = vec_sum(vec_mult(v->dis, cam.ray), cam.pos);
cam.ray = vec_sub(sce.light_pos, cam.pos);
dist = vec_module(cam.ray);
cam.ray = vec_normalise(cam.ray);
v->dis = INFINIT;
if (ft_light_power(obj, cam, v, dist) == -1)
v->col = vec_mult(0, v->col);
else
ft_light_angle(v, cam);
ft_light_pixel(init, *v, cam);
}