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material.cpp
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#include "material.h"
#include "hittable.h"
Lambertian::Lambertian(const Color& a)
{
albedo = a;
}
bool Lambertian::scatter(const Ray& r_in, const HitRecord& rec, Color& attenuation, Ray& scattered) const
{
vec3 scatter_direction = rec.normal + vec3::random_unit_vector();
// Catch degenerate scatter direction
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = Ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
Metal::Metal(const Color& a, double f)
{
albedo = a;
fuzz = f < 1 ? f : 1;
}
bool Metal::scatter(const Ray& r_in, const HitRecord& rec, Color& attenuation, Ray& scattered) const
{
vec3 reflected = vec3::reflect(vec3::unit_vector(r_in.direction()), rec.normal);
scattered = Ray(rec.p, reflected + fuzz * vec3::random_unit_vector());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
Dielectric::Dielectric(double index_of_refraction)
{
ir = index_of_refraction;
}
bool Dielectric::scatter(const Ray& r_in, const HitRecord& rec, Color& attenuation, Ray& scattered) const
{
attenuation = Color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0 / ir) : ir;
vec3 unit_direction = vec3::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 = vec3::reflect(unit_direction, rec.normal);
else
direction = vec3::refract(unit_direction, rec.normal, refraction_ratio);
scattered = Ray(rec.p, direction);
return true;
}