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material.h
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material.h
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/*
* Copyright (c) 2023~Now Margoo
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* \file material.h
* \brief 材质抽象类
*/
#pragma once
#include <color.h>
#include <hittableList.h>
#include <rtweekend.h>
class HitRecord;
class Material {
public:
virtual ~Material() = default;
virtual bool Scatter(const Ray& LightIn, const HitRecord& Record, Color& Attenuation,
Ray& Scattered) const = 0;
};
// 朗伯漫反射材质
class Lambertian : public Material {
public:
Lambertian(const Color& IAlbedo) : Albedo(IAlbedo) {
}
bool Scatter(const Ray& LightIn, const HitRecord& Record, Color& Attenuation,
Ray& Scattered) const override {
auto ScatterDirection = Record.NormalVector + RandomUnitVector();
if (ScatterDirection.NearZero()) {
ScatterDirection = Record.NormalVector;
}
Scattered = Ray(Record.Point, ScatterDirection);
Attenuation = Albedo;
return true;
}
private:
Color Albedo;
};
class Metal : public Material {
public:
Metal(const Color& IAlbedo, const double& IFuzz)
: Albedo(IAlbedo), Fuzz(IFuzz < 1 ? IFuzz : 1) {
}
bool Scatter(const Ray& LightIn, const HitRecord& Record, Color& Attenuation,
Ray& Scattered) const override {
Vec3 Reflected = Reflect(UnitVector(LightIn.RayDirection()), Record.NormalVector);
Scattered = Ray(Record.Point, Reflected + Fuzz * RandomUnitVector());
Attenuation = Albedo;
return (Dot(Scattered.RayDirection(), Record.NormalVector) > 0);
}
private:
Color Albedo;
double Fuzz;
};
class Dielectric : public Material {
public:
Dielectric(const double& Refraction) : IndexRefraction(Refraction) {
}
bool Scatter(const Ray& LightIn, const HitRecord& Record, Color& Attenuation,
Ray& Scattered) const override {
Attenuation = Color{1.f, 1.f, 1.f};
double RefractionRatio = Record.FrontFace ? (1.f / IndexRefraction) : IndexRefraction;
Vec3 UnitDirection = UnitVector(LightIn.RayDirection());
double CosTheta = fmin(Dot(-UnitDirection, Record.NormalVector), 1.f);
double SinTheta = sqrt(1.f - CosTheta * CosTheta);
Vec3 Direction;
if (RefractionRatio * SinTheta > 1.f || Reflectance(CosTheta, RefractionRatio) > RandomDouble()) {
Direction = Reflect(UnitDirection, Record.NormalVector);
} else {
Direction = Refract(UnitDirection, Record.NormalVector, RefractionRatio);
}
Scattered = Ray(Record.Point, Direction);
return true;
}
private:
// Schlick 近似法
static double Reflectance(const double& Cosine, const double& RefIndex) {
auto R0 = (1 - RefIndex) / (1 + RefIndex);
R0 *= R0;
return R0 + (1 - R0) * pow((1 - Cosine), 5);
}
private:
double IndexRefraction;
};