Adding material abstractio plus metal reflective material
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336b2a5598
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@ -10,9 +10,9 @@ void write_color(std::ostream& out, color pixel_color, int samples_per_pixel){
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// Divide the color by the number of samples
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auto scale = 1.0 / samples_per_pixel;
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r *= scale;
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g *= scale;
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b *= scale;
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r = sqrt (scale * r);
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g = sqrt (scale * g);
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b = sqrt (scale * b);
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@ -1,10 +1,14 @@
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#pragma once
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#include "ray.h"
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#include "rtweekend.h"
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class material;
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struct hit_record{
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point3 p;
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vec3 normal;
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shared_ptr<material> mat_ptr;
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double t;
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bool front_face;
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42
src/material.h
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42
src/material.h
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@ -0,0 +1,42 @@
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#pragma once
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#include "rtweekend.h"
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struct hit_record;
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class material {
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public:
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virtual bool scatter (const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const = 0;
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};
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class lambertian : public material{
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public:
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lambertian(const color& a) : albedo(a){}
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override {
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auto scatter_direction = rec.normal + random_unit_vector();
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if(scatter_direction.near_zero())
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scatter_direction = rec.normal;
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo;
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return true;
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}
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public :
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color albedo;
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};
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class metal : public material{
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public:
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metal(const color& a) : albedo(a){}
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virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)const override {
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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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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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public:
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color albedo;
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};
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@ -4,13 +4,22 @@
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#include "color.h"
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#include "hittable_list.h"
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#include "sphere.h"
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#include "material.h"
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#include <iostream>
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color ray_color(const ray& r, const hittable& world){
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color ray_color(const ray& r, const hittable& world, int depth){
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hit_record rec;
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if(world.hit(r, 0, infinity, rec)){
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return 0.5 * (rec.normal + color(1,1,1));
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if( depth <= 0)
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return color(0,0,0);
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if(world.hit(r, 0.001, infinity, rec)) {
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ray scattered;
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color attenuation;
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if(rec.mat_ptr->scatter(r, rec, attenuation,scattered))
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return attenuation * ray_color(scattered, world ,depth -1);
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return color(0,0,0);
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}
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vec3 unit_direction = unit_vector(r.direction());
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@ -26,11 +35,21 @@ int main ()
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const int image_width = 400;
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const int image_height = static_cast<int>(image_width /aspect_ratio);
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const int samples_per_pixel = 100;
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const int max_depth = 50;
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// World
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hittable_list world;
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world.add(make_shared<sphere>(point3(0,0,-1), 0.5));
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world.add(make_shared<sphere>(point3(0,-100.5,-1), 100));
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auto material_ground = make_shared<lambertian>(color(0.8,0.8, 0.0));
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auto material_center = make_shared<lambertian>(color(0.7,0.3,0.3));
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auto material_left = make_shared<metal> (color(0.8,0.8,0.8));
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auto material_right = make_shared<metal>(color(0.8,0.6,0.2));
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world.add(make_shared<sphere>(point3(0,-100.5,-1), 100.0, material_ground));
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world.add(make_shared<sphere>(point3(0,0,-1), 0.5, material_center));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1), 0.5, material_left));
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world.add(make_shared<sphere>(point3(1.0, 0.0, -1), 0.5, material_right));
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// Camera
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@ -48,7 +67,7 @@ int main ()
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auto u = (i + random_double()) / (image_width-1);
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auto v = (j + random_double()) / (image_height-1);
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ray r = cam.get_ray(u,v);
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pixel_color += ray_color(r, world);
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pixel_color += ray_color(r, world, max_depth);
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}
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write_color(std::cout, pixel_color, samples_per_pixel);
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@ -6,13 +6,14 @@
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class sphere : public hittable{
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public:
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sphere(){}
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sphere(point3 cen, double r): center(cen), radius(r){};
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sphere(point3 cen, double r, shared_ptr<material> m): center(cen), radius(r), mat_ptr(m){};
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virtual bool hit(const ray& r, double t_min, double t_max, hit_record& rec) const override;
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public:
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point3 center;
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double radius;
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shared_ptr<material> mat_ptr;
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};
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@ -38,6 +39,7 @@ bool sphere::hit(const ray& r, double t_min, double t_max, hit_record& rec) cons
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rec.p = r.at(rec.t);
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vec3 outward_normal = (rec.p - center) /radius;
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rec.set_face_normal(r, outward_normal);
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rec.mat_ptr = mat_ptr;
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return true;
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}
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@ -43,6 +43,18 @@ class vec3{
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return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
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}
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inline static vec3 random(){
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return vec3(random_double(), random_double(), random_double());
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}
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inline static vec3 random (double min, double max){
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return vec3(random_double(min,max),random_double(min,max),random_double(min,max));
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}
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bool near_zero() const {
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const auto s = 1e-8;
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return (fabs(e[0]) < s) && (fabs(e[1]) < s) && (fabs(e[2]) < s);
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}
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double e[3];
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};
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@ -95,3 +107,27 @@ inline vec3 cross(const vec3& u, const vec3& v){
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inline vec3 unit_vector(vec3 v){
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return v / v.length();
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}
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vec3 random_in_unit_sphere(){
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while(true){
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auto p = vec3::random(-1,1);
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if(p.length_squared() >= 1) continue;
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return p;
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}
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}
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vec3 random_unit_vector(){
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return unit_vector(random_in_unit_sphere());
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}
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vec3 random_in_hemisphere (const vec3& normal){
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vec3 in_unit_sphere = random_in_unit_sphere();
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if(dot(in_unit_sphere, normal) > 0.0) // In the same hemisphere as the normal
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return in_unit_sphere;
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else
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return -in_unit_sphere;
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}
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vec3 reflect (const vec3& v, const vec3& n){
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return v -2 *dot(v,n) *n;
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}
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