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material.h
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97 lines (79 loc) · 3.06 KB
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "hittable.h"
class material {
public:
virtual ~material() = default;
virtual bool scatter(
const ray& ray_in, const hit_record& rec, color& attenuation, ray& scattered
) const {
return false;
}
};
class lambertian : public material {
private:
color albedo;
public:
lambertian(const color& albedo) : albedo(albedo) {}
bool scatter(const ray& ray_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
// Lambertian Reflection
// Sphere (which tangent to the surface) center P
// Normal n
// Random point on the sphere S: P + n + random_unit_vector()
// From hit point p to S: S - p = n + random_unit_vector()
vec3 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;
}
};
class metal : public material {
private:
color albedo;
double fuzz;
public:
metal(const color& albedo, double fuzz) : albedo(albedo), fuzz(fuzz < 1 ? fuzz : 1) {}
bool scatter(const ray& ray_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
auto reflected = reflect(ray_in.direction(), rec.normal);
// Normalized reflected vector in order to make the displacement
reflected = unit_vector(reflected) + (fuzz * random_unit_vector());
scattered = ray(rec.p, reflected);
attenuation = albedo;
// Absorb grazing rays or too large fuzz sphere
return (dot(scattered.direction(), rec.normal) > 0);
}
};
class dielectric : public material {
private:
double refraction_index;
static double reflectance(double cos_theta, double refraction_index) {
// Use Schlick's approximation for reflectance
auto r0 = (1 - refraction_index) / (1 + refraction_index);
r0 = r0 * r0;
return r0 + (1 - r0) * std::pow((1 - cos_theta), 5);
}
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);
vec3 unit_direction = unit_vector(r_in.direction());
// From air -> surface or from surface -> air
double ri = rec.front_face ? (1.0 / refraction_index) : refraction_index;
double cos_theta = std::fmin(dot(-unit_direction, rec.normal), 1.0);
double sin_theta = std::sqrt(1 - cos_theta * cos_theta);
bool cannot_refract = ri * sin_theta > 1.0; // Refract formula has no solution
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_index) > random_double())
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, ri);
scattered = ray(rec.p, direction);
return true;
}
};
#endif