示例#1
0
bool RayBouncer::ReflectionBounce( RayBounce& raybounce, const Ray& ray, const Scene& scene, const RayShader& shader, const PrimitiveHit& primitivehit, const real& ior1, const real& ior2, std::size_t depth ) const {
	raybounce.ray = ray;
	const Primitive& primitive = primitivehit.first;
	const PrecalculatedMaterial& material = primitivehit.second;
	const Hit& hit = primitivehit.third;

	bool hasreflectivity = std::any_of( material.reflectivity.begin( ), material.reflectivity.end( ), real_compare<std::greater<>, 0>( ) );
	if ( !hasreflectivity )
		return false;

	vec3 reflectionraydir = reflect( ray.direction, hit.normal );
	Ray reflectionray( hit.contact + reflectionraydir * scene.Bias(),
		reflectionraydir );
	Bounce( raybounce, reflectionray, scene, shader, primitivehit, depth + 1 );
	return true;
}
示例#2
0
bool RayBouncer::RefractionBounce( RayBounce& raybounce, const Ray& ray, const Scene& scene, const RayShader& shader, const PrimitiveHit& primitivehit, const real& ior1, const real& ior2, std::size_t depth ) const {
	const Primitive& primitive = primitivehit.first;
	const PrecalculatedMaterial& material = primitivehit.second;
	const Hit& hit = primitivehit.third;

	bool hastransparency = std::any_of( material.refractivity.begin( ), material.refractivity.end( ), real_compare<std::less<>, 1>( ) );
	if ( !hastransparency )
		return false;

	Fur::optional<vec3> oprefractionraydir = refract( ray.direction, hit.inside ? hit.normal * real_neg_one : hit.normal, ior1, ior2 );
	if ( !oprefractionraydir )
		return false;

	// Not total internal reflection
	const vec3& refractionraydir = *oprefractionraydir;
	Ray refractionray( hit.contact + refractionraydir * scene.Bias(), refractionraydir );
	raybounce.ray = refractionray;
	Bounce( raybounce, refractionray, scene, shader, primitivehit, depth + 1 );
	return true;
}