Ray RayTracer::CreateRefractRay(glm::dvec3 rDir, glm::dvec3 surfNormal, glm::dvec3 startP, int depth){ double n1Overn2 = 1.0; if (depth % 2 == 1){ n1Overn2 =1.33; surfNormal = -surfNormal; } else{ n1Overn2 = .7518797; } glm::dvec3 refDir = glm::normalize(glm::refract(rDir,surfNormal,n1Overn2)); Ray refRay(startP,refDir,startP); return refRay; }
Colour World::spawnrec(const Ray& r,const int& depth) { Point p; Vector normal; Vector incoming; Vector reflective; std::list<Light*> lights(getLightList()); IntersectData data; double lightW; // bool useBG = true; Colour illumination = getBgColour(); double max_w = std::numeric_limits<double>::max(); double least_w = max_w; Object* close_o = intersectWithObjects(r,least_w); // If intersection if (close_o){ // useBG = false; // Initialize things illumination = Colour(); Vector origin = (r.getOrigin()).getVec(); Vector dir = r.getDirection(); p = Point(origin+(dir*least_w)); normal = close_o->getNormal(); data.setPoint(p); data.setNormal(normal.normalize()); data.setViewing((p-Point()).normalize()); Ray lightRay; Ray shadowRay; Ray outShadowRay; Object* blockingObject; least_w = std::numeric_limits<double>::max(); std::list<Light*>::iterator it; Vector lightDir; for(it = lights.begin(); it != lights.end(); it++){ lightDir = (p-((*it)->getPosition())).normalize(); lightRay = Ray(p,lightDir); blockingObject = intersectWithObjects(lightRay,least_w,close_o); incoming = p-((*it)->getPosition()); reflective = ((*it)->getPosition()-p).reflect(normal).normalize(); data.setLight(*(*it)); data.setIncoming(incoming.normalize()); data.setReflective(reflective.normalize()); if (blockingObject){ // In shadow if (blockingObject->getkt()>0){ //shadowRay.setOrigin(Point(origin+(lightDir*least_w))); //shadowRay.setDirection(lightRay.getDirection()); //outShadowRay = calcTrans(shadowRay,(blockingObject->getNormal()).normalize(),blockingObject->getn()); illumination = illumination + model_->illuminate(close_o,data) * blockingObject->getkt(); } } else { // Not in shadow //std::cout<<(blockingObject->toString())<<"\n"; lightW = close_o->intersect(lightRay); if (std::isfinite(lightW) || (lightW>0)){ illumination = illumination + model_->illuminate(close_o,data); } } } if (depth < close_o->getDepth()){ // Reflected Ray if (close_o->getkr()>0){ Ray refRay(p,(Point()-p).reflect(normal).normalize()); illumination = illumination + (spawnrec(refRay,depth+1) * close_o->getkr()); } // Transmission ray if (close_o->getkt()>0){ Ray inRay(p,r.getDirection()); // std::cout<<"In: "<<inRay.toString()<<"\n"; Ray transRay = calcTrans(inRay,normal,close_o->getn()); // std::cout<<"Out: "<<transRay.toString()<<"\n"; illumination = illumination + (spawnrec(transRay,depth+1) * close_o->getkt()); } } /* if (useBG){ illumination = getBgColour(); }*/ } return illumination; }
Colour* rayTrace(const Colour& ambient, const Point3D& eye, Ray ray, SceneNode* root, const std::list<Light*>& lights, int level, double fogDist){ if(level <= 0) return NULL; Intersection* i = root->intersect(ray); bool fogOn = true; if(fogDist <= 0) fogOn = false; if(i != NULL){ Colour color(0,0,0); Colour fog(0.8,0.8,0.8); Colour diffuse(0,0,0), specular(0,0,0); Material* material = i->getMaterial(); Vector3D n = i->getNormal(); n.normalize(); Point3D p = i->getPoint(); Vector3D v = eye - p; v.normalize(); for (std::list<Light*>::const_iterator I = lights.begin(); I != lights.end(); ++I) { Light light = **I; Vector3D l = light.position - p; l.normalize(); Vector3D r = 2*l*n*n - l; r.normalize(); // shadows Ray lightRay = Ray(p, l); Intersection* lightIsc = root->intersect(lightRay); if(lightIsc == NULL){ // add light contribution //std::cerr << "light" << std::endl; if(n*l > 0) diffuse = diffuse + material->getDiffuse() * (l*n) * light.colour; if(r*v > 0) specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * light.colour; } } //secondaty rays Vector3D r = 2*v*n*n - v; r.normalize(); Ray refRay(p, r); Colour* reflectedColor = rayTrace(ambient, eye, refRay, root, lights, level-1, fogDist); if(reflectedColor != NULL){ if(n*r > 0) diffuse = diffuse + material->getDiffuse() * (r*n) * material->getReflectivity() * (*reflectedColor); if(r*v > 0) specular = specular + material->getSpecular() * pow((r*v), material->getShininess()) * material->getReflectivity() * (*reflectedColor); } color = ambient*material->getColor() + diffuse + specular; if(fogOn){ double dist = i->getT()/fogDist; if(dist>1) dist=1; color = (1-dist)*color + dist*fog; } return new Colour(color); } return NULL; }
Ray RayTracer::CreateReflectRay(glm::dvec3 rDir, glm::dvec3 surfNormal, glm::dvec3 startP){ glm::dvec3 refDir = glm::reflect(rDir,surfNormal); Ray refRay(startP+(surfNormal*.01),refDir,startP); return refRay; }