cloudy-raytracer/shader/mirrorshader.cpp

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#include "scene/scene.h"
#include "shader/mirrorshader.h"
MirrorShader::MirrorShader() {}
Color MirrorShader::shade(Scene const &scene, Ray const &ray) const {
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if (ray.getRemainingBounces() <= 0) {
return Color(0, 0, 0);
}
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Vector3d newDirection = ray.direction - 2 * dotProduct(ray.normal, ray.direction) * ray.normal;
//TODO: should we reset the ray or use a new ray? Regarding the count of bounces
Ray mirroredRay = Ray(ray.origin + ray.length * ray.direction, newDirection);
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mirroredRay.setRemainingBounces(ray.getRemainingBounces() - 1);
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return scene.traceRay(mirroredRay);
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}