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Fix refraction and material transitions. #1673

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ConsueTerra
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This PR fixes #1515, in a way that is less hacky than #1601 by defining octree type and modifying the intersection logic based on which octree we are in. Also recovers total internal reflections. This is because Air has different contexts depending on location. Current changes fix solid block refractions, and partially addresses sub block refractions like glass panes. Currently I cant figure out a good methodology for fixing glass panes that does not break intersection logic. Additionally there are quite a few edge cases to consider like partially water logged glass panes.

Before After
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Now this makes for some weird views, dont know if these are correct but the above tests makes it seems so, in any case that is a function of refraction and Fresnel code than intersection code
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Glass panes are still wrong example:
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@ConsueTerra
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I would suggest changing Ray.prevMaterial to Ray.insideMaterial or something like that..? why? because prev material is confusing (ie the past surface or where we are?), and because even though refractions are fixed, it is not applying the right material at the boundary.

@leMaik leMaik requested a review from ThatRedox January 28, 2024 20:17
Comment on lines +563 to +565
if (currentBlock.refractive) {
//ray.setCurrentMaterial(currentBlock.waterlogged ? Water.INSTANCE : Air.INSTANCE);
}
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Either remove this or comment it alltogether.

Suggested change
if (currentBlock.refractive) {
//ray.setCurrentMaterial(currentBlock.waterlogged ? Water.INSTANCE : Air.INSTANCE);
}
// if (currentBlock.refractive) {
// ray.setCurrentMaterial(currentBlock.waterlogged ? Water.INSTANCE : Air.INSTANCE);
// }

@@ -539,9 +557,14 @@ public boolean enterBlock(Scene scene, Ray ray, BlockPalette palette) {
ray.distance += distance;
distance = 0;
if (currentBlock.intersect(ray, scene)) {
if (prevBlock != currentBlock)
if (prevBlock != currentBlock) { //|| (currentBlock.refractive)) {
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?

@@ -484,6 +500,8 @@ public boolean enterBlock(Scene scene, Ray ray, BlockPalette palette) {
int depth = implementation.getDepth();

double distance = 0;
//tread air as a null block depending on octreetype and were we are in the trace
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Suggested change
//tread air as a null block depending on octreetype and were we are in the trace
// Treat air as a null block depending on octreetype and were we are in the trace

@leMaik leMaik force-pushed the feature/better-intersection branch from 2d41b57 to 2c076c8 Compare October 19, 2024 23:45
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Refraction is incorrect
3 participants