static t_color3 getfinalcolor(t_object *light, t_intersect inter) { t_color3 color; unsigned int i; color = color_new(0., 0., 0.); if (inter.obj) { i = 0; while(light[i].type != DEFAULT) { color = vector_sum(iter_light(inter, (t_spotlight *)&light[i]), color); ++i; } return (vector_div(color, i)); } return (color_new(17, 25, 37)); }
static t_color3 getfinalcolor(t_object *arr, t_intersect inter, t_env env) { t_color3 color; t_color3 color_tmp; float dist[2]; t_ray newray; float shade; t_vector3 l; int i; int k; int a; color_tmp = color_new(0, 0, 0); a = 0; if (inter.obj) { i = -1; while(arr[i].type != DEFAULT) { shade = 1.0; if (arr[i].light == TRUE) { l = vector_substract(arr[i].pos, inter.pos); dist[0] = vector_magnitude(l); newray.pos = vector_substract(inter.pos, vector_mul(inter.v_normal, 1e-4f)); newray.dir = vector_unit(l); k = -1; while (++k < 16 && arr[k].type != DEFAULT) if (env.fctinter[arr[k].type](newray, arr + k, &dist[1])) { if (arr[k].light != TRUE && dist[1] <= dist[0]) shade -= 0.3; } color_tmp = vector_sum(color_tmp, iter_light(inter, &arr[i], shade)); ++a; } ++i; } return (vector_div(color_tmp, a)); } return (color_new(17, 25, 37)); }