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material.h
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105 lines (70 loc) · 2.34 KB
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.h"
class hit_record;
class material{
public:
virtual ~material() = default;
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)const{
return false;
}
};
class lambertian: public material{
public:
lambertian(const color& albedo): albedo(albedo){}
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& albedo,double fuzz): albedo(albedo), fuzz(fuzz<1? fuzz:1){}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override{
vec3 reflected = reflect(r_in.direction(), rec.normal);
reflected = unit_vector(reflected)+(fuzz* random_unit_vector());
scattered = ray(rec.p, reflected);
attenuation = albedo;
return (dot(scattered.direction(), rec.normal)>0);
}
private:
color albedo;
double fuzz;
};
class dielectric: public material{
public:
dielectric(double refraction_index): refraction_index(refraction_index){}
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 ri = rec.front_face?(1.0/refraction_index):refraction_index;
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 = ri*sin_theta>1.0;
vec3 direction;
if(cannot_refract || reflectance(cos_theta, ri)>random_double()){
direction = reflect(unit_direction, rec.normal);
}else{
direction = refract(unit_direction, rec.normal, ri);
}
scattered = ray(rec.p, direction);
return true;
}
private:
double refraction_index;
static double reflectance(double cosine, double refraction_index){
auto r0 = (1-refraction_index)/(1+refraction_index);
r0 = r0*r0;
return r0+(1-r0)*pow((1-cosine), 5);
}
};
#endif