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material.h
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material.h
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//==================================================================================================
// Written in 2016 by Peter Shirley <[email protected]>
//
// To the extent possible under law, the author(s) have dedicated all copyright and related and
// neighboring rights to this software to the public domain worldwide. This software is distributed
// without any warranty.
//
// You should have received a copy (see file COPYING.txt) of the CC0 Public Domain Dedication along
// with this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
//==================================================================================================
#ifndef MATERIALH
#define MATERIALH
struct hit_record;
#include "ray.h"
#include "hitable.h"
#include "texture.h"
float schlick(float cosine, float ref_idx) {
float r0 = (1-ref_idx) / (1+ref_idx);
r0 = r0*r0;
return r0 + (1-r0)*pow((1 - cosine),5);
}
bool refract(const vec3& v, const vec3& n, float ni_over_nt, vec3& refracted) {
vec3 uv = unit_vector(v);
float dt = dot(uv, n);
float discriminant = 1.0 - ni_over_nt*ni_over_nt*(1-dt*dt);
if (discriminant > 0) {
refracted = ni_over_nt*(uv - n*dt) - n*sqrt(discriminant);
return true;
}
else
return false;
}
vec3 reflect(const vec3& v, const vec3& n) {
return v - 2*dot(v,n)*n;
}
vec3 random_in_unit_sphere() {
vec3 p;
do {
p = 2.0*vec3(drand48(),drand48(),drand48()) - vec3(1,1,1);
} while (dot(p,p) >= 1.0);
return p;
}
class material {
public:
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const = 0;
virtual vec3 emitted(float u, float v, const vec3& p) const {
return vec3(0,0,0); }
};
class diffuse_light : public material {
public:
diffuse_light(texture *a) : emit(a) {}
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const { return false; }
virtual vec3 emitted(float u, float v, const vec3& p) const { return emit->value(u, v, p); }
texture *emit;
};
class isotropic : public material {
public:
isotropic(texture *a) : albedo(a) {}
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const {
scattered = ray(rec.p, random_in_unit_sphere());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
texture *albedo;
};
class lambertian : public material {
public:
lambertian(texture *a) : albedo(a) {}
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const {
vec3 target = rec.p + rec.normal + random_in_unit_sphere();
scattered = ray(rec.p, target-rec.p, r_in.time());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
texture *albedo;
};
class metal : public material {
public:
metal(const vec3& a, float f) : albedo(a) { if (f < 1) fuzz = f; else fuzz = 1; }
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const {
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);
}
vec3 albedo;
float fuzz;
};
class dielectric : public material {
public:
dielectric(float ri) : ref_idx(ri) {}
virtual bool scatter(const ray& r_in, const hit_record& rec, vec3& attenuation, ray& scattered) const {
vec3 outward_normal;
vec3 reflected = reflect(r_in.direction(), rec.normal);
float ni_over_nt;
attenuation = vec3(1.0, 1.0, 1.0);
vec3 refracted;
float reflect_prob;
float cosine;
if (dot(r_in.direction(), rec.normal) > 0) {
outward_normal = -rec.normal;
ni_over_nt = ref_idx;
cosine = ref_idx * dot(r_in.direction(), rec.normal) / r_in.direction().length();
}
else {
outward_normal = rec.normal;
ni_over_nt = 1.0 / ref_idx;
cosine = -dot(r_in.direction(), rec.normal) / r_in.direction().length();
}
if (refract(r_in.direction(), outward_normal, ni_over_nt, refracted)) {
reflect_prob = schlick(cosine, ref_idx);
}
else {
scattered = ray(rec.p, reflected);
reflect_prob = 1.0;
}
if (drand48() < reflect_prob) {
scattered = ray(rec.p, reflected);
}
else {
scattered = ray(rec.p, refracted);
}
return true;
}
float ref_idx;
};
#endif