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#include "plastic.h"
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using namespace CGLA;
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plastic::plastic(const CGLA::Vec3f& d, const CGLA::Vec3f& g, float s)
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: material(1.6f, 0.f), diffuse_(d), glossy_(g), shininess_(s)
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{
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}
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void plastic::sample(const ray& r, hit_info& hi) const
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{
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    float cosi = dot(-r.direction, hi.shading_normal);
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    cosi = clamp(cosi, -1.f, 1.f);
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    if (cosi <= 0.f)
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        return;
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    float sint = 1.f / ior_ * std::sqrt(std::max(0.f, 1.f - cosi*cosi));
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    float cost = std::sqrt(std::max(0.f, 1.f - sint * sint));
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    cost = clamp(cost, -1.f, 1.f);
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    float f = fresnel_dielectric(cosi, cost, ior_);
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    hi.diffuse = diffuse_;
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    hi.glossy = f*glossy_;
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    hi.shininess = shininess_;
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    hi.ior = ior_;
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}
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//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007