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

95 lines
2.4 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;
};
class dialectric : public material {
public:
dialectric(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 - 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;
}
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);
}
};
#endif