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material.h
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material.h
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//
// Created by W9990 on 2023/11/21.
//
#ifndef RAYTRACING_MATERIAL_H
#define RAYTRACING_MATERIAL_H
#include "constants.h"
#include "scene.h"
#include "texture.h"
class hit_record;
class material
{
public:
virtual ~material() = default;
virtual bool scatter(
const ray& r_in, const hit_record&, color& attenuation, ray& scattered) const = 0;
virtual color emitted(double u, double v, const point& p) const {
return color(0,0,0);
}
};
class lambertian : public material{
public:
lambertian(const color& a) : albedo(make_shared<solid_color>(a)) {}
lambertian(shared_ptr<texture> 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 (vec_tools::near_zero(scatter_direction))
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction, r_in.time());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
private:
shared_ptr<texture> 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{
vec tmp_reflected = glm::normalize(r_in.direction());
vec reflected = reflect(tmp_reflected, rec.normal);
scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere(), r_in.time());
attenuation = albedo;
return (glm::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;
vec unit_direction = glm::normalize(r_in.direction());
double cos_theta = fmin(glm::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;
vec 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, r_in.time());
return true;
}
private:
double ir;
static double reflectance(double cosine, double ref_idx)
{
// Use Schlick's approximation for reflectance.
auto r0 = (1 - ref_idx) / (1 + ref_idx);
r0 = r0 * r0;
return r0 + (1 - r0) * pow((1 - cosine), 5);
}
};
class diffuse_light : public material {
public:
diffuse_light(shared_ptr<texture> a) : emit(a) {}
diffuse_light(color c) : emit(make_shared<solid_color>(c)) {}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
return false;
}
color emitted(double u, double v, const point& p) const override {
return emit->value(u, v, p);
}
private:
shared_ptr<texture> emit;
};
class isotropic : public material {
public:
isotropic(color c) : albedo(make_shared<solid_color>(c)) {}
isotropic(shared_ptr<texture> a) : albedo(a) {}
bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
scattered = ray(rec.p, random_unit_vector(), r_in.time());
attenuation = albedo->value(rec.u, rec.v, rec.p);
return true;
}
private:
shared_ptr<texture> albedo;
};
#endif //RAYTRACING_MATERIAL_H