cpp-raytracer/material.hpp
2021-08-23 00:37:57 +02:00

100 lines
2.9 KiB
C++

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