/* * Ray++ - Object-oriented ray tracing library * Copyright (C) 1998-2001 Martin Reinecke and others. * See the AUTHORS file for more information. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * See the README file for more information. */ #ifndef RAYPP_CLEAR_GLASS_H #define RAYPP_CLEAR_GLASS_H #include "kernel/kernel.h" namespace RAYPP { class CLEAR_GLASS: public VOLUME { private: float4 I_o_R; public: CLEAR_GLASS (float4 ior = 1.33) : I_o_R (ior) {} virtual void Transform (const TRANSFORM &) {} virtual float8 Refractive_Index (const SHADING_INFO &) const { return I_o_R; } virtual COLOUR Calc_new_Importance (const RAY &Ray) const { return Ray.Importance; } virtual COLOUR Calc_Modified_Colour (const RAY &, const COLOUR &Ingoing) const { return Ingoing; } virtual COLOUR Get_Attenuated_Light (const RAY &, const COLOUR &Ingoing) const { return Ingoing; } void Set_Refractive_Index (float4 new_index) { I_o_R = new_index; } }; } // namespace RAYPP #endif