Total internal reflection
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2 changed files with 17 additions and 8 deletions
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@ -46,9 +46,9 @@ int main() {
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hittable_list world;
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auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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auto material_center = make_shared<dielectric>(1.5);
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auto material_center = make_shared<lambertian>(color(0.1, 0.2, 0.5));
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auto material_left = make_shared<dielectric>(1.5);
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 0.0);
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world.add(
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make_shared<sphere>(point3(0.0, -100.5, -1.0), 100.0, material_ground));
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@ -57,14 +57,23 @@ 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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vec3 refracted = refract(unit_direction, rec.normal, refraction_ratio);
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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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scattered = ray(rec.p, refracted);
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return true;
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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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scattered = ray(rec.p, direction);
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return true;
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}
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public:
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