-
Notifications
You must be signed in to change notification settings - Fork 0
/
material.h
97 lines (70 loc) · 2.56 KB
/
material.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.h"
#include "hittable.h"
using color = vec3;
class material {
public:
virtual ~material() = default;
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) {}
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;
}
private:
color albedo;
};
class metal : public material {
public:
metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
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_unit_vector());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
private:
color albedo;
double fuzz;
};
class dielectric : public material {
public:
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
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;
}
private:
double ir; // Index of Refraction
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