89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersection header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_INTERSECTION_H
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#define DORAYME_INTERSECTION_H
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#include <stdlib.h>
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#include <ray.h>
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#include <material.h>
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#include <renderstat.h>
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class Shape;
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class Intersect;
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struct Computation
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{
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Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP,
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bool inside, Tuple reflectV = Vector(0, 0, 0), double n1 = 1.0, double n2 = 1.0,
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Tuple underHitP = Point(0, 0, 0), Material *objMat = nullptr) :
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
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overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2), material(objMat) { };
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double 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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Shape *object;
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double t;
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Tuple hitPoint;
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Tuple overHitPoint;
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Tuple underHitPoint;
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Tuple eyeVector;
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Tuple normalVector;
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Tuple reflectVector;
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Material *material;
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double n1;
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double n2;
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bool inside;
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};
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class Intersection
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{
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public:
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double t;
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Shape *object;
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double u, v;
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public:
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Intersection(double t, Shape *object, double u = NAN, double v = NAN) : t(t), object(object), u(u), v(v) { stats.addIntersection(); };
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bool nothing() { return (this->object == nullptr); };
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Computation prepareComputation(Ray r, Intersect *xs = nullptr);
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bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
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};
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#endif /* DORAYME_INTERSECTION_H */
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