// // Created by Keuin on 2022/4/15. // #include "material_dielectric.h" bool material_dielectric::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const { const auto hit_p = r.at(hit_t); assert(hit_obj.is_on(hit_p)); auto n = hit_obj.normal_vector(hit_p); auto ri_ = ri_inv; auto cos1 = dot(r.direction(), n); // -cos(a1) if (cos1 > 0) { // the ray is started from the object's inner, // use normal vector and ri on the surface's inner side n = -n; ri_ = 1.0 / ri_; } else { cos1 = -cos1; } vec3d r2; // determine reflection or refraction using Schlick's Approximation. if (reflectance(cos1, ri_) > ruvg.range01_scalar()) { // reflect r2 = n.reflect(r.direction()); } else { // refract r2 = n.refract(r.direction(), ri_); } r.direction(r2.unit_vec()); r.source(hit_p); return true; }