Files
dorayme/source/intersection.cpp
2020-03-12 17:45:29 +00:00

124 lines
2.9 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Intersection implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersection.h>
#include <shape.h>
#include <list.h>
double Computation::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));
};
Computation Intersection::prepareComputation(Ray r, Intersect *xs)
{
double n1 = 1.0;
double n2 = 1.0;
Tuple hitP = r.position(this->t);
Tuple normalV;
if (xs != nullptr)
{
Intersection hit = xs->hit();
normalV = this->object->normalAt(hitP, &hit);
}
else
{
normalV = this->object->normalAt(hitP, nullptr);
}
Tuple eyeV = -r.direction;
bool inside = false;
if (normalV.dot(eyeV) < 0)
{
inside = true;
normalV = -normalV;
}
Tuple overHitP = hitP + normalV * getEpsilon();
Tuple underHitP = hitP - normalV * getEpsilon();
Tuple reflectV = r.direction.reflect(normalV);
/* If the hit object is not transparent, there is no need to do that. I think .*/
if ((xs != nullptr) && (xs->hit().object->getMaterial()->transparency > 0))
{
List containers;
int j;
for (j = 0 ; j < xs->count() ; j++)
{
Intersection i = ( *xs )[j];
if (*this == i)
{
if (!containers.isEmpty())
{
n1 = containers.last()->getMaterial()->refractiveIndex;
}
}
if (containers.doesInclude(i.object))
{
containers.remove(i.object);
}
else
{
containers.append(i.object);
}
if (*this == i)
{
if (!containers.isEmpty())
{
n2 = containers.last()->getMaterial()->refractiveIndex;
}
/* End the loop */
break;
}
}
}
Material *m = this->object->getMaterial();
return Computation(this->object,
this->t,
hitP,
eyeV,
normalV,
overHitP,
inside,
reflectV,
n1,
n2,
underHitP,
m);
}