library: render: scene: fix reflection handling
The reflection will be calculated even if it ends up not contributing to the final color of an object. This allows for a more systematic use of coefficients without applying them twice, like it was done for the refraction transparency handling...
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@ -180,14 +180,13 @@ impl Scene {
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// Calculate the refracted ray, if it was refracted
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refracted(incident_ray, normal, diffraction_index, index).map_or_else(
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// Total reflection
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|| self.reflection(point, 1., reflected, reflection_limit, diffraction_index),
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|| self.reflection(point, reflected, reflection_limit, diffraction_index),
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// Refraction (refracted ray, amount of *reflection*)
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|(r, refl_t)| {
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let refr_light = self.refraction(point, coef, r, reflection_limit, index)
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* (1. - refl_t)
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+ self.reflection(
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point,
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refl_t,
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reflected,
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reflection_limit,
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diffraction_index,
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@ -197,7 +196,7 @@ impl Scene {
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)
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}
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Some(ReflTransEnum::Reflectivity { coef }) => {
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self.reflection(point, coef, reflected, reflection_limit, diffraction_index)
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self.reflection(point, reflected, reflection_limit, diffraction_index) * coef
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+ lighting * (1. - coef)
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}
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}
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@ -231,12 +230,11 @@ impl Scene {
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fn reflection(
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&self,
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point: Point,
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reflectivity: f32,
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reflected: Vector,
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reflection_limit: u32,
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diffraction_index: f32,
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) -> LinearColor {
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if reflectivity > 1e-5 && reflection_limit > 0 {
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if reflection_limit > 0 {
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let reflection_start = point + reflected * 0.001;
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if let Some((t, obj)) = self.cast_ray(Ray::new(reflection_start, reflected)) {
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let resulting_position = reflection_start + reflected * t;
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@ -247,7 +245,7 @@ impl Scene {
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reflection_limit - 1,
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diffraction_index,
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);
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return color * reflectivity;
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return color;
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}
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};
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LinearColor::black()
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