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root/radiance/ray/src/rt/glass.c
Revision: 1.3
Committed: Tue Mar 27 11:40:00 1990 UTC (34 years, 1 month ago) by greg
Content type: text/plain
Branch: MAIN
Changes since 1.2: +4 -0 lines
Log Message:
Added rt field to RAY structure for more accurate z-buffering

File Contents

# User Rev Content
1 greg 1.1 /* Copyright (c) 1986 Regents of the University of California */
2    
3     #ifndef lint
4     static char SCCSid[] = "$SunId$ LBL";
5     #endif
6    
7     /*
8     * glass.c - simpler shading function for thin glass surfaces.
9     *
10     * 11/14/86
11     */
12    
13     #include "ray.h"
14    
15     /*
16     * This definition of glass provides for a quick calculation
17     * using a single surface where two closely spaced parallel
18     * dielectric surfaces would otherwise be used. The chief
19     * advantage to using this material is speed, since internal
20     * reflections are avoided.
21     *
22     * The specification for glass is as follows:
23     *
24     * modifier glass id
25     * 0
26     * 0
27     * 3 red grn blu
28     *
29     * The color is used for the transmission at normal incidence.
30     * To compute transmission (tn) from transmissivity (Tn) use:
31     *
32     * tn = (sqrt(.8402528435+.0072522239*Tn*Tn)-.9166530661)/.0036261119/Tn
33     *
34     * The transmission of standard 88% transmissivity glass is 0.96.
35     * If we appear to hit the back side of the surface, then we
36     * turn the normal around.
37     */
38    
39     #define RINDEX 1.52 /* refractive index of glass */
40    
41    
42     m_glass(m, r) /* color a ray which hit a thin glass surface */
43     OBJREC *m;
44     register RAY *r;
45     {
46     double sqrt(), pow();
47     COLOR mcolor;
48     double pdot;
49     FVECT pnorm;
50     double cos2;
51     COLOR trans, refl;
52     double d, r1;
53     RAY p;
54     register int i;
55    
56     if (m->oargs.nfargs != 3)
57     objerror(m, USER, "bad arguments");
58    
59     setcolor(mcolor, m->oargs.farg[0], m->oargs.farg[1], m->oargs.farg[2]);
60    
61     if (r->rod < 0.0) /* reorient if necessary */
62     flipsurface(r);
63     /* get modifiers */
64     raytexture(r, m->omod);
65     pdot = raynormal(pnorm, r);
66     /* angular transmission */
67     cos2 = sqrt( (1.0-1.0/RINDEX/RINDEX) +
68     pdot*pdot/(RINDEX*RINDEX) );
69     setcolor(mcolor, pow(colval(mcolor,RED), 1.0/cos2),
70     pow(colval(mcolor,GRN), 1.0/cos2),
71     pow(colval(mcolor,BLU), 1.0/cos2));
72    
73     /* compute reflection */
74     r1 = (pdot - RINDEX*cos2) / (pdot + RINDEX*cos2);
75     d = (1.0/pdot - RINDEX/cos2) / (1.0/pdot + RINDEX/cos2);
76     r1 = (r1*r1 + d*d) / 2.0;
77     /* compute transmittance */
78     for (i = 0; i < 3; i++) {
79     d = colval(mcolor, i);
80     colval(trans,i) = (1.0-r1)*(1.0-r1)*d / (1.0 - r1*r1*d*d);
81     }
82     /* transmitted ray */
83 greg 1.2 if (rayorigin(&p, r, TRANS, bright(trans)) == 0) {
84 greg 1.1 VCOPY(p.rdir, r->rdir);
85     rayvalue(&p);
86     multcolor(p.rcol, r->pcol); /* modify */
87     multcolor(p.rcol, trans);
88     addcolor(r->rcol, p.rcol);
89 greg 1.3 r->rt = r->rot + p.rt;
90 greg 1.1 }
91 greg 1.3
92 greg 1.1 if (r->crtype & SHADOW) /* skip reflected ray */
93     return;
94     /* compute reflectance */
95     for (i = 0; i < 3; i++) {
96     d = colval(mcolor, i);
97     d *= d;
98     colval(refl,i) = r1 * (1.0 + (1.0-2.0*r1)*d) / (1.0 - r1*r1*d);
99     }
100     /* reflected ray */
101 greg 1.2 if (rayorigin(&p, r, REFLECTED, bright(refl)) == 0) {
102 greg 1.1 for (i = 0; i < 3; i++)
103     p.rdir[i] = r->rdir[i] + 2.0*pdot*pnorm[i];
104     rayvalue(&p);
105     multcolor(p.rcol, refl);
106     addcolor(r->rcol, p.rcol);
107 greg 1.3 if (bright(refl) > bright(trans))
108     r->rt = r->rot + p.rt;
109 greg 1.1 }
110     }