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