Schlick reflection
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1 changed files with 22 additions and 13 deletions
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@ -57,27 +57,36 @@ public:
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virtual bool scatter(const ray &r_in, const hit_record &rec,
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color &attenuation, ray &scattered) const override {
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attenuation = color(1.0, 1.0, 1.0);
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double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
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attenuation = color(1.0, 1.0, 1.0);
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double refraction_ratio = rec.front_face ? (1.0 / ir) : ir;
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1.0 - cos_theta * cos_theta);
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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if (cannot_refract)
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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if (cannot_refract ||
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reflectance(cos_theta, refraction_ratio) > random_double())
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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scattered = ray(rec.p, direction);
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return true;
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scattered = ray(rec.p, direction);
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return true;
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}
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public:
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double ir;
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private:
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static double reflectance(double cosine, double ref_idx) {
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// Use Schlick's approximation for reflectance
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auto r0 = (1 - ref_idx) / (1 + ref_idx);
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r0 = r0 * r0;
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return r0 + (1 - r0) * pow((1 - cosine), 5);
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}
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};
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#endif // MATERIAL_H_
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