Adding glass
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@ -29,14 +29,55 @@ class lambertian : public material{
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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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metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1){}
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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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scattered = ray(rec.p, reflected + fuzz * random_in_unit_sphere());
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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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double fuzz;
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};
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class dielectric : public material{
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public:
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dielectric(double index_of_refraction) : ir(index_of_refraction){}
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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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attenuation = color(1.0,1.0,1.0);
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double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = sqrt(1.0 - cos_theta * cos_theta);
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bool cannot_refract = refraction_ratio * sin_theta > 1.0;
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vec3 direction;
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if(cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double()){
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// Must reflect
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direction = reflect(unit_direction, rec.normal);
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} else {
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// can refract
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direction = refract(unit_direction, rec.normal, refraction_ratio);
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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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public:
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double ir;
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private:
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static double reflectance(double cosine, double ref_idx){
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// use Schlik's approximation
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auto r0 = (1-ref_idx) / (1+ref_idx);
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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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};
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@ -41,14 +41,15 @@ int main ()
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hittable_list world;
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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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auto material_center = make_shared<lambertian>(color(0.1, 0.2, 0.5));
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auto material_left = make_shared<dielectric> (1.5);
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auto material_right = make_shared<metal>(color(0.8,0.6,0.2), 0.0);
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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), -0.4, 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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@ -130,4 +130,11 @@ vec3 random_in_hemisphere (const vec3& normal){
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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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vec3 refract(const vec3& uv, const vec3& n, double etai_over_etat){
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auto cos_theta = fmin(dot(-uv,n), 1.0);
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vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
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vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
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return r_out_perp + r_out_parallel;
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}
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