#ifndef MATERIAL_H #define MATERIAL_H #include "hittable.h" #include "rtweekend.h" #include "vec3.h" struct hit_record; class material { public: 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_in_hemisphere(rec.normal); // 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, 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_in_hemisphere(rec.normal)); attenuation = albedo; return (dot(scattered.direction(), rec.normal) > 0); } public: color albedo; double fuzz; }; #endif