Esempio n. 1
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        public bool Scatter(Ray ray, HitRecord hitRecord, ref Vector3 attentuation, ref Ray scattered)
        {
            var scatterDir = hitRecord.Normal + MathExt.RandomUnitVector();

            if (Vector3Ext.NearZero(scatterDir))
            {
                scatterDir = hitRecord.Normal;
            }

            scattered    = new Ray(hitRecord.Point, scatterDir, ray.Time);
            attentuation = Albedo;
            return(true);
        }
Esempio n. 2
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        public bool Scatter(Ray ray, HitRecord hitRecord, ref Vector3 attentuation, ref Ray scattered)
        {
            attentuation = Vector3.One;
            float refractionRatio = hitRecord.FrontFace ? (1.0f / RefactionIndex) : RefactionIndex;

            var   unitDir  = Vector3.Normalize(ray.Direction);
            float cosTheta = Math.Min(Vector3.Dot(-unitDir, hitRecord.Normal), 1.0f);
            float sinTheta = MathF.Sqrt(1.0f - cosTheta * cosTheta);

            bool    cannotRefract = refractionRatio * sinTheta > 1.0f;
            Vector3 direction;

            if (cannotRefract || Reflectance(cosTheta, refractionRatio) > MathExt.RandomFloat())
            {
                direction = Vector3.Reflect(unitDir, hitRecord.Normal);
            }
            else
            {
                direction = Vector3Ext.Refract(unitDir, hitRecord.Normal, refractionRatio);
            }

            scattered = new Ray(hitRecord.Point, direction, ray.Time);
            return(true);
        }