1
0
raytracing-in-a-weekend-oop/material.h

57 lines
1.3 KiB
C++

#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