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Copy pathmaterial.h
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89 lines (71 loc) · 2.66 KB
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "hittable.h"
#include <memory>
#include "ray.h"
#include "vec3.h"
class Material {
public:
virtual ~Material() = default;
virtual bool scatter(const Ray& r_in, const hit_record& rec, Vector3& attenuation, Ray& scattered) const = 0;
};
class Lambertian : public Material {
public:
Vector3 albedo;
Lambertian(){}
Lambertian(const Vector3& albedo){
this->albedo = albedo;
}
bool scatter(const Ray& r_in, const hit_record& rec, Vector3& attenuation, Ray& scattered) const override{
Vector3 dir = rec.N + random_unit_vector();
if(near_zero(dir)) dir = rec.N;
scattered = Ray(rec.p, dir);
attenuation = albedo;
return true;
}
};
class Metal : public Material{
public:
Vector3 albedo;
float fuzz;
Metal(){}
Metal(const Vector3& albedo, float fuzz){
this->albedo = albedo;
this->fuzz = (fuzz < 1.0f) ? fuzz : 1.0f;
}
bool scatter(const Ray& r_in, const hit_record& rec, Vector3& attenuation, Ray& scattered) const override{
Vector3 reflected = reflect(unit(r_in.direction), rec.N);
reflected = unit(reflected) + fuzz * random_unit_vector();
scattered = Ray(rec.p, reflected);
attenuation = albedo;
return (dot(scattered.direction, rec.N) > 0);
}
};
class Dielectric : public Material {
public:
float refraction_index;
Dielectric(float ri) : refraction_index(ri) {}
bool scatter(const Ray& r_in, const hit_record& rec,
Vector3& attenuation, Ray& scattered) const override {
attenuation = Vector3(1.0f, 1.0f, 1.0f);
float ri = rec.front_face ? (1.0f / refraction_index) : refraction_index;
Vector3 unit_dir = unit(r_in.direction);
float cos_theta = fminf(dot(neg(unit_dir), rec.N), 1.0f);
float sin_theta = sqrtf(1.0f - cos_theta * cos_theta);
bool cannot_refract = ri * sin_theta > 1.0f;
Vector3 direction;
if (cannot_refract || reflectance(cos_theta, ri) > rand_float())
direction = reflect(unit_dir, rec.N);
else
direction = refract(unit_dir, rec.N, ri);
scattered = Ray(rec.p, direction);
return true;
}
private:
static float reflectance(float cosine, float ri) {
float r0 = (1.0f - ri) / (1.0f + ri);
r0 = r0 * r0;
return r0 + (1.0f - r0) * powf(1.0f - cosine, 5.0f);
}
};
#endif