コード例 #1
0
ファイル: physics.c プロジェクト: a-johnston/5kgl
vec3 collide_sphere_sphere(struct sphere_hitbox player, struct sphere_hitbox sphere) {
    if (vec3_distance(player.pos, sphere.pos) >= player.r + sphere.r) {
        return player.pos;
    }

    return add_vec3(sphere.pos, mult_vec3(normalize(sub(player.pos, sphere.pos)), player.r + sphere.r));
}
コード例 #2
0
ファイル: get_light.c プロジェクト: Antonito/Raytracer
static void	get_lum(double *col, t_scene *s, t_intersect *inter, int m)
{
  t_vec3	l;
  t_vec3	r;
  double	ln;
  int		i;
  double	is;
  double	id;
  double	dist;
  double	rv;
  double	tmp;
  t_ray		ray;
  t_intersect	shadow;

  i = -1;
  if (s->lights[m].light.type == DIRECTIONNAL)
    {
      while (++i < 3)
	{
	  ln = dot_vec3(inter->norm, s->lights[m].light.dir);
	  col[i] =  MAX(ln, 0) * s->lights[m].light.color.argb[i] / 255.0 *
	    s->lights[m].light.power;
	}
      return ;
    }
  l = sub_vec3(s->lights[m].pos, inter->pos);
  dist = vec3_len(l);
  l = div_vec3(l, dist);
  dist -= s->lights[m].light.radius;
  ln = dot_vec3(l, inter->norm);
  ln = MAX(ln, 0.0);
  r = vec3_normalize(sub_vec3(mult_vec3(inter->norm, 2 * ln), l));
  is = s->lights[m].light.power / dist;
  id = s->lights[m].light.radius * is;
  rv = -dot_vec3(r, inter->dir);
  rv = MAX(rv, 0.0);
  ray.pos = add_vec3(inter->pos, mult_vec3(inter->norm, 0.00001));
  ray.dir = l;
  ray.env = NULL;
  scene_intersect(s, &ray, &shadow);
  if (shadow.dist < dist - 0.0001)
    return ;
  while (++i < 3)
    {
      tmp = inter->mat->diffuse * MAX(ln, 0) * id *
      	s->lights[m].light.color.argb[i] / 255.0;
      col[i] += MAX(tmp, 0);
      tmp = inter->mat->specular * pow(rv, inter->mat->shininess)
	* is * s->lights[m].light.color.argb[i] / 255.0;
      col[i] += MAX(tmp, 0);
    }
}
コード例 #3
0
ファイル: tore.c プロジェクト: Antonito/Raytracer
t_intersect	get_intersect_tore(t_obj *obj, t_ray *ray)
{
  t_intersect	inter;
  t_vec3	u;

  inter.dir = ray->dir;
  inter.mat = obj->mat;
  if (!check_box(obj, ray))
    return (inter);
  get_dist_tore(ray, &inter, obj);
  if (inter.dist < 0.0 || inter.dist == NOT_A_SOLUTION)
    {
      inter.dist = -1.0;
      return (inter);
    }
  inter.pos = add_vec3(mult_vec3(ray->dir, inter.dist), ray->pos);
  u = sub_vec3(inter.pos, obj->pos);
  u.z = 0.0;
  u = mult_vec3(vec3_normalize(u), obj->torus.radius_hole);
  u = add_vec3(u, obj->pos);
  inter.norm = vec3_normalize(sub_vec3(inter.pos, u));
  return (inter);
}
コード例 #4
0
ファイル: bohemian_star.c プロジェクト: Antonito/Raytracer
t_intersect		get_intersect_bohemian_star(t_obj *obj, t_ray *ray)
{
  t_intersect		inter;

  inter.dir = ray->dir;
  inter.mat = obj->mat;
  inter.dist = -1.0;
  get_dist_bohemian_star(ray, &inter, ray->pos);
  if (inter.dist <= 0.0)
    return (inter);
  inter.pos = add_vec3(mult_vec3(ray->dir, inter.dist), ray->pos);
  calc_normale_bohemian_star(&inter);
  return (inter);
}
コード例 #5
0
ファイル: duplin.c プロジェクト: Antonito/Raytracer
t_intersect	get_intersect_duplin(t_obj *obj, t_ray *ray)
{
  t_intersect	inter;

  inter.dir = ray->dir;
  inter.mat = obj->mat;
  inter.dist = -1.0;
  get_dist_duplin(ray, &inter, ray->pos);
  if (inter.dist <= 0.0)
    return (inter);
  inter.pos = add_vec3(mult_vec3(ray->dir, inter.dist), ray->pos);
  inter.norm = vec3(0, 0, 0);
  return (inter);
}
コード例 #6
0
ファイル: kernel_render_ao.c プロジェクト: Benjamin-L/qrender
/** Add a sample to a tile using the AO algorithm
 * @param state global renderer state
 * @param pixels pixel buffer to add sample to
 * @param isect_buffer intersection buffer from samples generated by kernel_ao_gen_samples
 * @param mask_buffer the mask bitmap
 * @param n_pixels number of pixels in buffer
 * @param n_samples number of samples already in the buffer */
void kernel_ao_add_sample(state_t state, vec3* pixels, hit_t* isect_buffer, int* mask_buffer, sample_t* sample_buffer, int n_samples, int i) {
	//compute the sample
	float l;
	if(mask_buffer[i] == 1) {
		l = 0.f;
	}
	else if(isect_buffer[i].t == -1) {
		l = 1.f;
	}
	else {
		l = minf(1.f,isect_buffer[i].t/state.ao_params.length);
	}
	vec3 p = make_vec3(l,l,l);

	if(isnan(p.x) || isnan(p.y) || isnan(p.z)) {
		p = make_vec3(0.f,1.f,0.f);
	}
	pixels[i] = div_vec3_scalar(add_vec3(mul_vec3_scalar(pixels[i], n_samples+(1-sample_buffer[i].weight)), mul_vec3_scalar(p, sample_buffer[i].weight)),(n_samples+1));
}