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material.h
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90
material.h
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "rayTracer.h"
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class hitRecord;
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class material {
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public:
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virtual ~material() = default;
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virtual bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const {
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return false;
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}
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};
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class lambertian : public material {
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private:
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colour albedo;
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public:
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lambertian(const colour& albedo) : albedo(albedo) {}
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bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered)
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const override {
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auto scatterDirection = rec.normal + randomUnitVector();
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// Catch degenerate scatter direction.
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if (scatterDirection.nearZero()) scatterDirection = rec.normal;
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scattered = ray(rec.p, scatterDirection);
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attenuation = albedo;
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return true;
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}
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};
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class metal : public material {
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private:
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colour albedo;
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double fuzz;
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public:
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metal(const colour& albedo, double fuzz) : albedo(albedo), fuzz(fuzz < 1 ? fuzz : 1) {}
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bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
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vec3 reflected = reflect(rIn.direction(), rec.normal);
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reflected = unitVector(reflected) + (fuzz * randomUnitVector());
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scattered = ray(rec.p, reflected);
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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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};
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class dielectric : public material {
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private:
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// Refractive index in vacuum or air, or the ratio of the material's refractive index over the refractive index of the enclosing media.
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double refractionIndex;
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static double reflectance(double cosine, double refractionIndex) {
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auto r0 = (1 - refractionIndex) / (1 + refractionIndex);
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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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public:
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dielectric(double refractionIndex) : refractionIndex(refractionIndex) {}
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bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
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attenuation = colour(1.0, 1.0, 1.0);
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double ri = rec.frontFace ? (1.0 / refractionIndex) : refractionIndex;
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vec3 unitDirection = unitVector(rIn.direction());
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double cosTheta = fmin(dot(-unitDirection, rec.normal), 1.0);
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double sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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bool cannotRefract = ri * sinTheta > 1.0;
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vec3 direction;
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if (cannotRefract || reflectance(cosTheta, ri) > randomDouble()) {
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direction = reflect(unitDirection, rec.normal);
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} else {
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direction = refract(unitDirection, rec.normal, ri);
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}
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scattered = ray(rec.p, direction);
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return true;
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}
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};
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#endif
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