add glass
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93330c85c2
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12
src/main.cpp
12
src/main.cpp
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@ -39,7 +39,7 @@ colour ray_colour(const ray& r, const hittable& world, int depth)
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auto t = 0.5 * (unit_direction.y() + 1.0);
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auto a = colour(0.5, 0.6, 0.7);
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auto b = colour(1.0, 1.0, 1.0);
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auto b = colour(0.5, 0.5, 0.5);
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return lerp(a, b, t);
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}
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@ -53,7 +53,7 @@ int main()
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world.add(make_shared<sphere>(
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point3(0,0,-1),
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0.5,
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make_shared<lambertian>(colour(0.7,0.3,0.3))));
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make_shared<lambertian>(colour(0.1,0.2,0.5))));
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world.add(make_shared<sphere>(
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point3(0,-100.5,-1),
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100,
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@ -62,11 +62,15 @@ int main()
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world.add(make_shared<sphere>(
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point3(1,0,-1),
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0.5,
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make_shared<metal>(colour(0.8,0.6,0.2))));
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make_shared<metal>(colour(0.8,0.6,0.2), 0.0)));
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world.add(make_shared<sphere>(
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point3(-1,0,-1),
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0.5,
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make_shared<metal>(colour(0.8,0.8,0.8))));
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make_shared<dielectric>(1.5)));
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world.add(make_shared<sphere>(
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point3(-1,0,-1),
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-0.45,
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make_shared<dielectric>(1.5)));
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camera cam;
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@ -13,6 +13,13 @@ class material
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ray& scattered) const = 0;
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};
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double schlick(double cosine, double refraction_index)
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{
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auto r0 = (1-refraction_index) / (1+refraction_index);
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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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class lambertian : public material
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{
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public:
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@ -37,7 +44,9 @@ class lambertian : public material
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class metal : public material
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{
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public:
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metal(const colour& a) : albedo_(a) {}
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metal(const colour& a, double f) :
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albedo_(a),
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fuzz_(f < 1 ? f : 1) {}
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virtual bool scatter(
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const ray& r_in,
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@ -46,11 +55,55 @@ class metal : public material
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ray& scattered) const
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{
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vec3 reflected = reflect(unit_vector(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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return dot(scattered.direction(), rec.normal) > 0;
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}
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private:
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colour albedo_;
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double fuzz_;
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};
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class dielectric : public material
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{
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public:
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dielectric(double ri) : refraction_index_(ri) {}
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virtual bool scatter(
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const ray& r_in,
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const hit_record& rec,
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colour& attenuation,
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ray& scattered) const
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{
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attenuation = colour(1.0,1.0,1.0);
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double etai_over_etat = rec.front_face ? (1.0 / refraction_index_) : refraction_index_;
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
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if (etai_over_etat * sin_theta > 1.0)
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{
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vec3 reflected = reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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return true;
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}
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double reflect_prob = schlick(cos_theta, etai_over_etat);
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if (random_double() < reflect_prob)
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{
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vec3 reflected = reflect(unit_direction, rec.normal);
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scattered = ray(rec.p, reflected);
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return true;
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}
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vec3 refracted = refract(unit_direction, rec.normal, etai_over_etat);
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scattered = ray(rec.p, refracted);
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return true;
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}
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private:
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double refraction_index_;
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};
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@ -164,3 +164,12 @@ vec3 reflect(const vec3& v, const vec3& n)
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{
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return v - 2*dot(v,n)*n;
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}
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vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat)
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{
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auto cos_theta = dot(-uv, n);
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vec3 r_out_parallel = etai_over_etat * (uv + cos_theta*n);
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vec3 r_out_perp = -sqrt(1.0 - r_out_parallel.length_squared()) * n;
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return r_out_parallel + r_out_perp;
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}
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