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material.hpp
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96 lines (77 loc) · 2.56 KB
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#ifndef MATERIAL_HPP
#define MATERIAL_HPP
#include "utility.hpp"
#include "ray.hpp"
#include "hittable.hpp"
#include <algorithm>
struct hit_record;
class material
{
public:
virtual bool scatter(const ray& r_in,const hit_record& rec,color& attenuation,ray& scattered) const =0;
};
class lambertian : public material
{
public:
lambertian(const color& a):albedo(a){}
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
{
auto scatter_direction = rec.normal + random_unit_vector();
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
private:
color albedo ;
};
class metal : public material
{
public:
metal(const color& a,double f) : albedo(a),fuzz(std::min(1.0,f)) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override
{
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected+fuzz*random_in_unit_sphere());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
public:
color albedo;
double fuzz;
};
class dielectric :public material
{
public:
dielectric(double index_of_refraction):ir(index_of_refraction){}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
vec3 unit_direction = unit_vector(r_in.direction());
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double())
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, refraction_ratio);
scattered = ray(rec.p, direction);
return true;
}
public:
double ir;
private:
static double reflectance(double cosine, double ref_idx) {
// Use Schlick's approximation for reflectance.
auto r0 = (1-ref_idx) / (1+ref_idx);
r0 = r0*r0;
return r0 + (1-r0)*pow((1 - cosine),5);
}
};
#endif