I'm writing a raytracer in C++, and I've been having some issue with refractions. I'm rendering a sphere and a ground plane, and the sphere should refract. However, it looks more like a sphere within a sphere: the "outer" sphere looks to be shaded properly, but not refracting, while the "inner" sphere looks like it's being self-shadowed. Here's a link to what it looks like: http://imgur.com/QVGkeBT.
Here's the relevant code.
//inside main raytrace function
if(refraction > 0.0f){ //the surface is refractive
//calculate refraction vector
Ray refract(intersection,
objList[bestObj]->refractedRay(
ray.dir,intersection,&cos_theta,&R0));
//recurse
refrColor = raytrace(refract);
}
else{ //no refraction
refrColor = background;
}
//refractedRay(vec3,vec3,float*,float*)
//...initialize variables, do geometric transforms
//into air out of obj
if(dot(ray,normal) < 0){
n1 = ior;
n2 = 1.0f;
*cos = dot(ray,-normal);
}
//into obj out of air
else{
n1 = 1.0f;
n2 = ior;
*cos = dot(ray,normal);
normal = -normal;
}
//check value under sqrt
float n = n1/n2;
float disc = 1-(pow(n,2)*(1-pow(*cos,2)));
if(disc < 0){ //total internal reflection
return ray - 2*-(*cos)*normal; //reflection vector
}
return (n*ray)+(((n*(*cos))-sqrt(disc))*normal);
The sphere used to look worse, then I remembered to normalize my vectors and it looks like this. Previously, it looked like only the inner sphere all throughout. Inside the main raytrace function, I do the refraction the same way as reflection, just using the refracted ray instead. I've also tried modifying the incoming point of intersection and ray with epsilon to check for self-refracting as you can get in shadowing.
Any help would be appreciated :)