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Material.h
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#pragma once
#include "Hittable.h"
class Material {
public:
virtual ~Material() = default;
virtual bool scatter(
const Ray& r_in, const Hit_Record& rec, Color& attenuation, Ray& scattered)
const {
return false;
}
};
class Lambertian : public Material {
public:
Lambertian(const Color& albedo) : albedo(albedo) {}
bool scatter(const Ray& r_in, const Hit_Record& rec, Color& attenuation, Ray& scattered)
const override {
auto scatter_direction = rec.normal + 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;
}
private:
Color albedo;
};
class Metal : public Material {
public:
Metal(const Color& albedo, double fuzz) : albedo(albedo), fuzz(fuzz < 1 ? fuzz : 1) {}
bool scatter(const Ray& r_in, const Hit_Record& rec, Color& attenuation, Ray& scattered)
const override {
Vec3 reflected = reflect(r_in.direction(), rec.normal);
reflected = unit_vector(reflected) + (fuzz * random_unit_vector());
scattered = Ray(rec.p, reflected);
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
private:
Color albedo;
double fuzz;
};
class Dialectric : public Material
{
public:
Dialectric(double refraction_index) : refraction_index(refraction_index) {}
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 ri = rec.front_face ? (1.0 / refraction_index) : refraction_index;
Vec3 unit_direction = unit_vector(r_in.direction());
double cos_theta = std::fmin(dot(-unit_direction, rec.normal), 1.0);
double sin_theta = std::sqrt(1.0 - cos_theta * cos_theta);
bool cannot_refract = ri * sin_theta > 1.0;
Vec3 direction;
if (cannot_refract || reflectance(cos_theta, ri)>random_double())
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, ri);
scattered = Ray(rec.p, direction);
return true;
}
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 refraction_index;
static double reflectance(double cosine, double refraction_index)
{
// Schlick's approximation of reflectance
auto r0 = (1 - refraction_index) / (1 + refraction_index);
r0 = r0 * r0;
return r0 + (1 - r0) * std::pow((1 - cosine), 5);
}
};