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- /*
- * 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);
- }
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