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material.h
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116 lines (91 loc) · 3.32 KB
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#pragma once
#include "rtweekend.h"
struct hit_record;
class material {
public:
// 控制散射的:入射光线,交点,光线吸收率,以及散射光线
virtual bool scatter(
const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered
) const = 0;
};
// 兰伯特反射
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();
// Catch degenerate scatter direction
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
public:
color albedo;
};
//class metal : public material {
//public:
// metal(const color &a) : albedo(a) {}
//
// 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);
// attenuation = albedo;
// return (dot(scattered.direction(), rec.normal) > 0);
// }
//
//public:
// color albedo;
//};
// 带模糊的金属材质
class metal : public material {
public:
metal(const color &a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {} // 修改构造函数
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()); // 添加随机向量
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
public:
color albedo;
double fuzz; // 添加模糊度参数
};
// 折射材质
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); // 没有衰减,没有颜色。
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); // 此处以下有修改
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())// 1、折射率判断 2、Schlick近似判断(增加真实感)
direction = reflect(unit_direction, rec.normal); // 全内反射
else
direction = refract(unit_direction, rec.normal, refraction_ratio); // 正常折射,给给折射方向
scattered = ray(rec.p, direction);
return true;
}
public:
double ir; // Index of Refraction
private:
static double reflectance(double cosine, double ref_idx) { // 改动的地方
// 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);
}
};