A new scene and some optimisations.

This commit is contained in:
Godzil
2020-03-12 17:45:29 +00:00
parent 7a43a98816
commit c858b4dcde
11 changed files with 259 additions and 50 deletions

View File

@@ -25,31 +25,7 @@ struct Computation
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2), material(objMat) { };
double schlick()
{
/* Find the cos of the angle betzeen the eye and normal vector */
double cos = this->eyeVector.dot(this->normalVector);
double r0;
/* Total internal reflection can only occur when n1 > n2 */
if (this->n1 > this->n2)
{
double n, sin2_t;
n = this->n1 / this->n2;
sin2_t = (n * n) * (1.0 - (cos * cos));
if (sin2_t > 1.0)
{
return 1.0;
}
/* Compute the cos of theta */
cos = sqrt(1.0 - sin2_t);
}
r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
r0 = r0 * r0;
return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
};
double schlick();
Shape *object;
double t;
@@ -73,7 +49,6 @@ class Intersection
public:
double t;
Shape *object;
double u, v;
public:

View File

@@ -42,11 +42,14 @@ protected:
ShapeType type;
Matrix localTransformMatrix;
bool locked;
uint64_t objectId;
protected:
virtual void localIntersect(Ray r, Intersect &xs) = 0;
virtual Tuple localNormalAt(Tuple point, Intersection *hit) = 0;
static uint64_t newObjectId();
public:
Matrix transformMatrix;
Matrix inverseTransform;
@@ -65,6 +68,9 @@ public:
virtual void intersect(Ray &r, Intersect &xs);
Tuple normalAt(Tuple point, Intersection *hit = nullptr);
uint64_t getObjectId() { return this->objectId; };
void setObjectId(uint64_t oid) { this->objectId = oid; };
/* Bounding box points are always world value */
virtual BoundingBox getLocalBounds();
virtual BoundingBox getBounds();
@@ -92,6 +98,7 @@ public:
void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; this->materialSet = true; };
Material *getMaterial();
Ray transform(Ray &r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray &r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };