110 lines
2.8 KiB
C++
110 lines
2.8 KiB
C++
#pragma once
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#include "rtweekend.h"
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#include "hittable.h"
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class material
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{
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public:
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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 = 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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lambertian(const colour& a) : albedo_(a) {}
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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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vec3 scatter_direction = rec.normal + random_unit_vector();
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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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private:
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colour albedo_;
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};
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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, 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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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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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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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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