add total internal reflection
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dde1f91f01
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@ -97,8 +97,8 @@ pub fn main() anyerror!void {
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}
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};
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const materialCenter = Material{
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.dielectric = material.Dielectric{
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.refraction_index = 1.5,
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.lambertian = material.Lambertian{
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.color = Color{ .x = 0.1, .y = 0.2, .z = 0.5 },
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}
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};
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const materialLeft = Material{
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@ -1,5 +1,6 @@
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const std = @import("std");
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const Random = std.rand.Random;
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const math = std.math;
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const vec3 = @import("vec3.zig");
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const Color = @import("color.zig").Color;
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@ -52,9 +53,15 @@ pub const Dielectric = struct {
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const attenuation = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
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const refraction_ratio = if (hit.front_face) 1.0 / self.refraction_index else self.refraction_index;
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const unit_direction = ray.direction.unit();
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const refracted = vec3.refract(unit_direction, hit.normal, refraction_ratio);
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const cos_theta = math.min(unit_direction.mul_s(-1).dot(hit.normal), 1.0);
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const sin_theta = math.sqrt(1.0 - cos_theta * cos_theta);
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const cant_refract = refraction_ratio * sin_theta > 1.0;
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const direction = if (cant_refract) unit_direction.reflect(hit.normal)
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else unit_direction.refract(hit.normal, refraction_ratio);
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = refracted},
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.ray = Ray{ .origin = hit.p, .direction = direction},
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.color = attenuation,
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};
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}
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@ -82,6 +82,13 @@ pub const Vec3 = packed struct {
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pub fn reflect(self: Vec3, n: Vec3) Vec3 {
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return self.sub(n.mul_s(self.dot(n) * 2));
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}
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pub fn refract(self: Vec3, n: Vec3, etai_over_etat: f32) Vec3 {
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const cos_theta = math.min(self.mul_s(-1).dot(n), 1.0);
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const r_out_perp = self.add(n.mul_s(cos_theta)).mul_s(etai_over_etat);
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const r_out_parallel = n.mul_s(-math.sqrt(math.absFloat(1.0 - r_out_perp.length_squared())));
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return r_out_perp.add(r_out_parallel);
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}
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};
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pub fn random(rng: *Random, min: f32, max: f32) Vec3 {
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@ -116,13 +123,6 @@ pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
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}
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}
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pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) Vec3 {
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const cos_theta = math.min(uv.mul_s(-1).dot(n), 1.0);
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const r_out_perp = uv.add(n.mul_s(cos_theta)).mul_s(etai_over_etat);
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const r_out_parallel = n.mul_s(-math.sqrt(math.absFloat(1.0 - r_out_perp.length_squared())));
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return r_out_perp.add(r_out_parallel);
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}
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pub const Point3 = Vec3;
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const assert = @import("std").debug.assert;
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