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material.h
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material.h
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.h"
#include "texture.h"
struct hit_record;
class material {
public:
virtual color emitted(double u, double v, const point3& p) const {
return color(0,0,0);
}
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(make_shared<solid_color>(a)) {}
lambertian(shared_ptr<texture> 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
// Check this definition in vec3.h, why don't we adress negative?
if (scatter_direction.near_zero()) {
scatter_direction = rec.normal;
}
scattered = ray(rec.p, scatter_direction, r_in.time());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
public:
shared_ptr<texture> albedo;
};
class metal : public material {
public:
metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
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(), r_in.time());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
public:
color albedo;
double fuzz;
};
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);
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, r_in.time());
return true;
}
public:
double ir; // Index of Refraction
private:
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);
}
};
class diffuse_light : public material {
public:
diffuse_light(shared_ptr<texture> a) : emit(a) {}
diffuse_light(color c) : emit(make_shared<solid_color>(c)) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
return false;
}
virtual color emitted(double u, double v, const point3& p) const override {
return emit->value(u,v,p);
}
public:
shared_ptr<texture> emit;
};
class isotropic : public material {
public:
isotropic(color c) : albedo(make_shared<solid_color>(c)) {}
isotropic(shared_ptr<texture> a) : albedo(a) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
scattered = ray(rec.p, random_in_unit_sphere(), r_in.time());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
public:
shared_ptr<texture> albedo;
};
#endif