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RefractionMaterial.cc
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RefractionMaterial.cc
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#include "Background.h"
#include "Background.h"
#include "HitRecord.h"
#include "Light.h"
#include "Math.h"
#include "Point.h"
#include "Primitive.h"
#include "Ray.h"
#include "RenderContext.h"
#include "Scene.h"
#include "RefractionMaterial.h"
#include "Vector.h"
using namespace std;
RefractionMaterial::RefractionMaterial(Animation<float> eta, Animation<int> exponent, Animation<Color> atten)
:eta(eta), exponent(exponent), atten(atten)
{
}
RefractionMaterial::~RefractionMaterial()
{
}
void RefractionMaterial::preprocess(int maxTime)
{
eta.preprocess(maxTime);
exponent.preprocess(maxTime);
atten.preprocess(maxTime);
if(co.empty())
{
for(int t = 0; t <= maxTime; ++t)
co.push_back( Color(log(atten(t).r()), log(atten(t).g()), log(atten(t).b())) );
}
}
void RefractionMaterial::shade(Color& result, const RenderContext& context,
const Ray& ray, const HitRecord& hit, const Color& atten, int depth) const
{
double time = context.time();
const Scene* scene = context.getScene();
const Object* world = scene->getObject();
const vector<Light*>& lights = scene->getLights();
Point hitpos = ray.origin()+ray.direction()*hit.minT();
Vector normal, unflipped_normal;
hit.getPrimitive()->normal(unflipped_normal, context, hitpos, ray, hit);
double costheta = Dot(unflipped_normal, ray.direction());
bool inside = false;
if(costheta > 0) //this is if we are exiting the object or not
{
normal = -unflipped_normal;
inside = true;
}
else
{
costheta = -costheta;
normal = unflipped_normal;
}
Color c(0.0, 0.0, 0.0);
Light*const* begin = &lights[0];
Light*const* end = &lights[0]+lights.size();
while(begin != end){
Color light_color;
Vector light_direction;
double dist = (*begin++)->getLight(light_color, light_direction, context, hitpos);
double cosphi = Dot(unflipped_normal, light_direction);
if(cosphi > 0){
// Cast shadow rays...
HitRecord shadowhit(dist);
Ray shadowray(hitpos, light_direction);
world->intersect(shadowhit, context, shadowray);
if(!shadowhit.getPrimitive()) // No shadows...
{
Vector h = inside
? light_direction + ray.direction()
: light_direction - ray.direction(); //halfway vector
h.normalize();
double s = pow( Dot(unflipped_normal, h), exponent(time)); //Specular fraction
c += light_color*s;
}
}
}
result = c;
if(depth < scene->getMaxRayDepth())
{
double _eta = inside ? 1. / eta(time) : eta(time);
Vector rDir = ray.direction() + 2.*costheta * normal;
rDir.normalize();
Ray reflectionRay(hitpos, rDir);
Color reflect_color;
double costheta2sqrd = 1.0 + (costheta*costheta - 1.0)/(_eta*_eta);
if (costheta2sqrd < 0.) //total internal reflection
{
double t = scene->traceRay(reflect_color, context, reflectionRay, atten, depth+1);
result += reflect_color*beersAttenuation(t, context.time());
}
else
{
double costheta2 = sqrt(costheta2sqrd);
double Ro = (_eta - 1.)/(_eta + 1.);
Ro *= Ro;
double fresnel_reflect= Ro + (1. - Ro)*pow(1.-Min(costheta, costheta2),5);
double fresnel_refract = 1. - fresnel_reflect;
double eta_inverse = 1.0/_eta;
Vector refract_dir = ray.direction()*eta_inverse + (costheta*eta_inverse - costheta2)*normal;
//refract_dir.normalize(); //should already be normalized
Ray refractionRay(hitpos, refract_dir);
Color refraction_color;
double t = scene->traceRay(reflect_color, context, reflectionRay, atten*fresnel_reflect, depth+1);
double _t = scene->traceRay(refraction_color, context, refractionRay, atten*fresnel_refract, depth+1);
if(inside)
{
// reflect back inside
result += reflect_color*beersAttenuation(t, context.time())*fresnel_reflect;
// transmit to the outside
result += refraction_color*fresnel_refract;
}
else
{
// reflect back outside
result += reflect_color*fresnel_reflect;
// transmit goes inside
result += refraction_color*beersAttenuation(_t, context.time())*fresnel_refract;
}
}
}
}
Color RefractionMaterial::beersAttenuation(double t, int time) const
{
return Color(
exp( t*co[time].r() ),
exp( t*co[time].g() ),
exp( t*co[time].b() ) );
}