100 lines
3 KiB
C++
100 lines
3 KiB
C++
#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "rtweekend.hpp"
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struct material {
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id = 0) const = 0;
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};
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struct lambertian : material {
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/* Attributes */
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color albedo;
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// Constructor
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lambertian(const color& c) { albedo = c; }
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wunused-parameter"
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id = 0) const override
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{
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vec3 scatter_direction = rec.normal + random_unit_vector(thread_id);
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/* NOTE: it is possible that the random vector we generate is exactly opposite to the normal vector,
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in which case it will sum to a near-zero scatter vector and generate degenerate results.
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We check for near-zero vectors here.
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*/
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if (scatter_direction.near_zero())
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scatter_direction = rec.normal;
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo;
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return true;
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}
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#pragma GCC diagnostic pop
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};
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struct metal : material {
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/* Attributes */
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color albedo;
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float fuzz;
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// Constructor
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metal(const color& c, float 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, int32_t thread_id) const override
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{
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vec3 reflected = reflect(normalize(r_in.direction), rec.normal);
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scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere(thread_id));
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attenuation = albedo;
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return (dot(scattered.direction, rec.normal) > 0);
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}
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};
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struct dielectric : material
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{
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/* Attributes */
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float ri; // refraction index
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// Constructor
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dielectric(float refraction_index) { ri = refraction_index; }
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/* Methods */
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// Schlick's approximation of reflectance
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static float reflectance(float cosine, float ref_idx)
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{
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float r0 = (1-ref_idx) / (1+ref_idx);
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r0 = r0*r0;
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return r0 + (1-r0)*pow((1 - cosine), 5);
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}
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/* Virtual methods */
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id) const override
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{
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attenuation = color(1,1,1);
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float refraction_ratio = rec.front_face ? (1.0/ri) : ri;
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vec3 unit_direction = normalize(r_in.direction);
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float cos_theta = fmin(dot(-unit_direction, rec.normal), 1);
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float sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_float(thread_id))
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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scattered = ray(rec.p, direction);
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return true;
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}
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};
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#endif
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