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#include "glass.hpp"
using namespace CGLA;
glass::glass(const CGLA::Vec3f& c, float ior)
: material(ior, 0.f), color_(c)
{
}
void glass::sample(const ray& r, hit_info& hi) const
{
hi.ior = hi.inside ? 1.f / ior_ : ior_;
//compute fresnel
float f;
float cosi = dot(-r.direction, hi.shading_normal);
cosi = clamp(cosi, -1.f, 1.f);
float sint = 1.f / hi.ior * std::sqrt(std::max(0.f, 1.f - cosi*cosi));
if (sint > 1.f)
{
//total internal reflection
f = 1.f;
}
else if (cosi < 0.)
{
f = 0.f;
}
else
{
float cost = std::sqrt(std::max(0.f, 1.f - sint * sint));
cost = clamp(cost, -1.f, 1.f);
f = fresnel_dielectric(cosi, cost, hi.ior);
if (f < 0.f || f > 1.f)
assert(false);
}
hi.reflection = f * color_;
hi.refraction = (1.f - f) * color_;
}
//02566 framework, Anders Wang Kristensen, awk@imm.dtu.dk, 2007
Generated by GNU Enscript 1.6.6.