Add fuzziness to metal materials
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58ffcff459
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3 changed files with 10 additions and 5 deletions
2
Makefile
2
Makefile
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@ -1,4 +1,4 @@
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raytracer: main.cpp vec3.hpp color.hpp ray.hpp hittable.hpp sphere.hpp hittable_list.hpp rtweekend.hpp
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raytracer: camera.hpp color.hpp hittable.hpp hittable_list.hpp material.hpp ray.hpp rtweekend.hpp sphere.hpp vec3.hpp
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@g++ -g -O2 -Wall -Wextra -Wpedantic main.cpp -o raytracer
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@g++ -g -O2 -Wall -Wextra -Wpedantic main.cpp -o raytracer
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image: raytracer
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image: raytracer
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4
main.cpp
4
main.cpp
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@ -75,8 +75,8 @@ int main()
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std::shared_ptr<lambertian> material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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std::shared_ptr<lambertian> material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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std::shared_ptr<lambertian> material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
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std::shared_ptr<lambertian> material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
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std::shared_ptr<metal> material_left = make_shared<metal>(color(0.8, 0.8, 0.8));
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std::shared_ptr<metal> material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
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std::shared_ptr<metal> material_right = make_shared<metal>(color(0.8, 0.6, 0.2));
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std::shared_ptr<metal> material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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@ -37,13 +37,18 @@ struct lambertian : material {
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struct metal : material {
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struct metal : material {
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/* Attributes */
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/* Attributes */
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color albedo;
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color albedo;
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double fuzz;
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// Constructor
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// Constructor
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metal(const color& c) { albedo = c; };
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metal(const color& c, double f)
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{
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albedo = c;
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fuzz = f;
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};
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
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{
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{
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vec3 reflected = reflect(normalize(r_in.direction), rec.normal);
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vec3 reflected = reflect(normalize(r_in.direction), rec.normal);
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scattered = ray(rec.p, reflected);
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scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere());
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attenuation = albedo;
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attenuation = albedo;
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return (dot(scattered.direction, rec.normal) > 0);
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return (dot(scattered.direction, rec.normal) > 0);
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}
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}
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