A new scene and some optimisations.
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@@ -10,6 +10,32 @@
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#include <shape.h>
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#include <list.h>
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double Computation::schlick()
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{
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/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
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/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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{
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double n, sin2_t;
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n = this->n1 / this->n2;
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sin2_t = (n * n) * (1.0 - (cos * cos));
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if (sin2_t > 1.0)
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{
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return 1.0;
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}
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/* Compute the cos of theta */
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cos = sqrt(1.0 - sin2_t);
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}
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r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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r0 = r0 * r0;
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return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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};
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Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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double n1 = 1.0;
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@@ -42,7 +68,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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Tuple reflectV = r.direction.reflect(normalV);
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/* If the hit object is not transparent, there is no need to do that. I think .*/
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if ((xs != nullptr) && (xs->hit().object->material.transparency > 0))
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if ((xs != nullptr) && (xs->hit().object->getMaterial()->transparency > 0))
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{
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List containers;
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int j;
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@@ -54,7 +80,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n1 = containers.last()->material.refractiveIndex;
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n1 = containers.last()->getMaterial()->refractiveIndex;
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}
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}
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@@ -71,7 +97,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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{
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if (!containers.isEmpty())
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{
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n2 = containers.last()->material.refractiveIndex;
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n2 = containers.last()->getMaterial()->refractiveIndex;
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}
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/* End the loop */
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@@ -80,10 +106,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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}
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}
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Shape *s = this->object;
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/* For now don't get root group material */
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while((!s->materialSet) && (s->parent != nullptr)) { s = s->parent; }
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Material *m = this->object->getMaterial();
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return Computation(this->object,
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this->t,
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@@ -96,5 +119,5 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
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n1,
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n2,
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underHitP,
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&s->material);
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}
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m);
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}
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