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material.hpp
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material.hpp
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.hpp"
#include "color.hpp"
#include "hittable.hpp"
class hit_record;
class material {
public:
virtual ~material() = default;
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const = 0;
};
class lambertian : public material {
public:
lambertian(const color& a) : albedo(a) {}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
auto scatter_direction = rec.normal + random_unit_vector();
if (scatter_direction.near_zero()) {
scatter_direction = rec.normal;
}
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
private:
color albedo;
};
class metal : public material {
public:
metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected + fuzz * random_unit_vector());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
private:
color albedo;
double fuzz;
};
class dielectric : public material {
public:
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0 / ir) : ir;
vec3 unit_direction = unit_vector(r_in.direction());
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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;
}
private:
double ir;
static double reflectance(double cosine, double ref_idx) {
auto r0 = (1 - ref_idx) / (1 + ref_idx);
r0 = r0 * r0;
return r0 + (1 - r0) * pow((1 - cosine), 5);
}
};
#endif