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root/radiance/ray/src/rt/glass.c
Revision: 2.28
Committed: Fri Apr 19 19:01:32 2019 UTC (5 years ago) by greg
Content type: text/plain
Branch: MAIN
CVS Tags: rad5R4, rad5R3
Changes since 2.27: +3 -2 lines
Log Message:
Make sure reflected ray distance is not infinite if there's a reflection

File Contents

# User Rev Content
1 greg 1.1 #ifndef lint
2 greg 2.28 static const char RCSid[] = "$Id: glass.c,v 2.27 2018/11/13 19:58:33 greg Exp $";
3 greg 1.1 #endif
4     /*
5     * glass.c - simpler shading function for thin glass surfaces.
6 greg 2.10 */
7    
8 greg 2.11 #include "copyright.h"
9 greg 1.1
10     #include "ray.h"
11 greg 2.8 #include "otypes.h"
12 schorsch 2.15 #include "rtotypes.h"
13 greg 2.23 #include "pmapmat.h"
14 greg 2.8
15 greg 1.1 /*
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 greg 2.9 * 3+ red grn blu [refractive_index]
28 greg 1.1 *
29     * The color is used for the transmission at normal incidence.
30 greg 2.5 * To compute transmissivity (tn) from transmittance (Tn) use:
31 greg 1.1 *
32     * tn = (sqrt(.8402528435+.0072522239*Tn*Tn)-.9166530661)/.0036261119/Tn
33     *
34 greg 2.5 * The transmissivity of standard 88% transmittance glass is 0.96.
35 greg 1.12 * A refractive index other than the default can be used by giving
36     * it as the fourth real argument. The above formula no longer applies.
37     *
38 greg 1.1 * If we appear to hit the back side of the surface, then we
39     * turn the normal around.
40     */
41    
42     #define RINDEX 1.52 /* refractive index of glass */
43    
44    
45 greg 2.22 int
46 schorsch 2.15 m_glass( /* color a ray which hit a thin glass surface */
47     OBJREC *m,
48 greg 2.22 RAY *r
49 schorsch 2.15 )
50 greg 1.1 {
51     COLOR mcolor;
52     double pdot;
53     FVECT pnorm;
54 greg 2.20 double rindex=0, cos2;
55 greg 1.1 COLOR trans, refl;
56 greg 2.17 int hastexture, hastrans;
57 greg 1.11 double d, r1e, r1m;
58 greg 1.1 RAY p;
59 greg 2.22 int i;
60 greg 2.23
61 rschregle 2.24 /* PMAP: skip refracted shadow or ambient ray if accounted for in
62     photon map */
63 greg 2.26 if (shadowRayInPmap(r) || ambRayInPmap(r))
64 greg 2.23 return(1);
65 greg 1.12 /* check arguments */
66     if (m->oargs.nfargs == 3)
67     rindex = RINDEX; /* default value of n */
68     else if (m->oargs.nfargs == 4)
69     rindex = m->oargs.farg[3]; /* use their value */
70     else
71 greg 1.1 objerror(m, USER, "bad arguments");
72 greg 2.21 /* check back face visibility */
73     if (!backvis && r->rod <= 0.0) {
74     raytrans(r);
75     return(1);
76     }
77 greg 2.17 /* check transmission */
78 greg 1.1 setcolor(mcolor, m->oargs.farg[0], m->oargs.farg[1], m->oargs.farg[2]);
79 greg 2.17 if ((hastrans = (intens(mcolor) > 1e-15))) {
80     for (i = 0; i < 3; i++)
81     if (colval(mcolor,i) < 1e-15)
82     colval(mcolor,i) = 1e-15;
83     } else if (r->crtype & SHADOW)
84     return(1);
85 greg 2.12 /* get modifiers */
86     raytexture(r, m->omod);
87 greg 1.1 if (r->rod < 0.0) /* reorient if necessary */
88     flipsurface(r);
89 greg 2.12 /* perturb normal */
90 schorsch 2.14 if ( (hastexture = (DOT(r->pert,r->pert) > FTINY*FTINY)) ) {
91 greg 2.8 pdot = raynormal(pnorm, r);
92 greg 2.13 } else {
93 greg 2.8 VCOPY(pnorm, r->ron);
94     pdot = r->rod;
95     }
96 greg 1.1 /* angular transmission */
97 greg 1.12 cos2 = sqrt( (1.0-1.0/(rindex*rindex)) +
98     pdot*pdot/(rindex*rindex) );
99 greg 2.17 if (hastrans)
100     setcolor(mcolor, pow(colval(mcolor,RED), 1.0/cos2),
101     pow(colval(mcolor,GRN), 1.0/cos2),
102     pow(colval(mcolor,BLU), 1.0/cos2));
103 greg 1.1
104     /* compute reflection */
105 greg 1.12 r1e = (pdot - rindex*cos2) / (pdot + rindex*cos2);
106 greg 1.11 r1e *= r1e;
107 greg 1.12 r1m = (1.0/pdot - rindex/cos2) / (1.0/pdot + rindex/cos2);
108 greg 1.11 r1m *= r1m;
109 greg 2.17 /* compute transmission */
110     if (hastrans) {
111     for (i = 0; i < 3; i++) {
112     d = colval(mcolor, i);
113     colval(trans,i) = .5*(1.0-r1e)*(1.0-r1e)*d /
114     (1.0-r1e*r1e*d*d);
115     colval(trans,i) += .5*(1.0-r1m)*(1.0-r1m)*d /
116     (1.0-r1m*r1m*d*d);
117     }
118     multcolor(trans, r->pcol); /* modify by pattern */
119 greg 1.1 /* transmitted ray */
120 greg 2.17 if (rayorigin(&p, TRANS, r, trans) == 0) {
121 greg 2.22 if (!(r->crtype & (SHADOW|AMBIENT)) && hastexture) {
122 greg 2.19 VSUM(p.rdir, r->rdir, r->pert, 2.*(1.-rindex));
123 greg 2.17 if (normalize(p.rdir) == 0.0) {
124     objerror(m, WARNING, "bad perturbation");
125     VCOPY(p.rdir, r->rdir);
126     }
127     } else {
128 greg 2.4 VCOPY(p.rdir, r->rdir);
129     }
130 greg 2.17 rayvalue(&p);
131     multcolor(p.rcol, p.rcoef);
132     addcolor(r->rcol, p.rcol);
133 greg 2.27 if (!hastexture || r->crtype & (SHADOW|AMBIENT))
134     r->rxt = r->rot + raydistance(&p);
135 greg 1.8 }
136 greg 1.1 }
137 greg 2.27 if (r->crtype & SHADOW) /* skip reflected ray */
138 greg 2.7 return(1);
139 greg 1.1 /* compute reflectance */
140     for (i = 0; i < 3; i++) {
141     d = colval(mcolor, i);
142     d *= d;
143 greg 1.11 colval(refl,i) = .5*r1e*(1.0+(1.0-2.0*r1e)*d)/(1.0-r1e*r1e*d);
144     colval(refl,i) += .5*r1m*(1.0+(1.0-2.0*r1m)*d)/(1.0-r1m*r1m*d);
145 greg 1.1 }
146     /* reflected ray */
147 greg 2.16 if (rayorigin(&p, REFLECTED, r, refl) == 0) {
148 greg 2.19 VSUM(p.rdir, r->rdir, pnorm, 2.*pdot);
149 greg 2.18 checknorm(p.rdir);
150 greg 1.1 rayvalue(&p);
151 greg 2.16 multcolor(p.rcol, p.rcoef);
152 greg 2.27 copycolor(r->mcol, p.rcol);
153 greg 1.1 addcolor(r->rcol, p.rcol);
154 greg 2.28 r->rmt = r->rot;
155 greg 2.22 if (r->ro != NULL && isflat(r->ro->otype) &&
156 greg 2.27 !hastexture | (r->crtype & AMBIENT))
157 greg 2.28 r->rmt += raydistance(&p);
158 greg 1.1 }
159 greg 2.7 return(1);
160 greg 1.1 }