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Raytracer/material.h
2024-07-08 19:02:29 -04:00

91 lines
3.0 KiB
C++

#ifndef MATERIAL_H
#define MATERIAL_H
#include "rayTracer.h"
#include "texture.h"
class hitRecord;
class material {
public:
virtual ~material() = default;
virtual bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const {
return false;
}
};
class lambertian : public material {
private:
shared_ptr<texture> tex;
public:
lambertian(const colour& albedo) : tex(make_shared<solidColour>(albedo)) {}
lambertian(shared_ptr<texture> tex) : tex(tex) {}
bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
auto scatterDirection = rec.normal + randomUnitVector();
// Catch degenerate scatter direction.
if (scatterDirection.nearZero()) scatterDirection = rec.normal;
scattered = ray(rec.p, scatterDirection, rIn.time());
attenuation = tex->value(rec.u, rec.v, rec.p);
return true;
}
};
class metal : public material {
private:
colour albedo;
double fuzz;
public:
metal(const colour& albedo, double fuzz) : albedo(albedo), fuzz(fuzz < 1 ? fuzz : 1) {}
bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
vec3 reflected = reflect(rIn.direction(), rec.normal);
reflected = unitVector(reflected) + (fuzz * randomUnitVector());
scattered = ray(rec.p, reflected, rIn.time());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
};
class dielectric : public material {
private:
// Refractive index in vacuum or air, or the ratio of the material's refractive index over the refractive index of the enclosing media.
double refractionIndex;
static double reflectance(double cosine, double refractionIndex) {
auto r0 = (1 - refractionIndex) / (1 + refractionIndex);
r0 = r0 * r0;
return r0 + (1 - r0) * pow((1 - cosine), 5);
}
public:
dielectric(double refractionIndex) : refractionIndex(refractionIndex) {}
bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
attenuation = colour(1.0, 1.0, 1.0);
double ri = rec.frontFace ? (1.0 / refractionIndex) : refractionIndex;
vec3 unitDirection = unitVector(rIn.direction());
double cosTheta = fmin(dot(-unitDirection, rec.normal), 1.0);
double sinTheta = sqrt(1.0 - cosTheta * cosTheta);
bool cannotRefract = ri * sinTheta > 1.0;
vec3 direction;
if (cannotRefract || reflectance(cosTheta, ri) > randomDouble()) {
direction = reflect(unitDirection, rec.normal);
} else {
direction = refract(unitDirection, rec.normal, ri);
}
scattered = ray(rec.p, direction, rIn.time());
return true;
}
};
#endif