Refraction seems to work. Still need to do a nice scene.

This commit is contained in:
Godzil
2020-02-21 22:50:12 +00:00
parent df52cb36db
commit 3db0aaaeac
9 changed files with 274 additions and 16 deletions

View File

@@ -102,8 +102,9 @@ Tuple World::shadeHit(Computation comps, uint32_t depthCount)
comps.normalVector, comps.object, isThereAnObstacle);
Tuple reflected = this->reflectColour(comps, depthCount);
Tuple refracted = this->refractedColour(comps, depthCount);
return surface + reflected;
return surface + reflected + refracted;
}
Tuple World::colourAt(Ray r, uint32_t depthCount)
@@ -156,4 +157,24 @@ Colour World::reflectColour(Computation comps, uint32_t depthCount)
return Colour(hitColour.x, hitColour.y, hitColour.z);
}
Colour World::refractedColour(Computation comps, uint32_t depthCount)
{
double nRatio = comps.n1 / comps.n2;
double cos_i = comps.eyeVector.dot(comps.normalVector);
double sin2_t = (nRatio*nRatio) * (1 - cos_i * cos_i);
if ((sin2_t > 1 ) || (depthCount == 0) || (comps.object->material.transparency == 0))
{
return Colour(0, 0, 0);
}
double cos_t = sqrt(1.0 - sin2_t);
Tuple direction = comps.normalVector * (nRatio * cos_i - cos_t) - comps.eyeVector * nRatio;
Ray refractedRay = Ray(comps.underHitPoint, direction);
Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.object->material.transparency;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}