diff options
author | Keuin <[email protected]> | 2022-04-15 14:08:31 +0800 |
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committer | Keuin <[email protected]> | 2022-04-15 14:08:31 +0800 |
commit | 09c233e4f4af81981d72f10691153d318c83c9fd (patch) | |
tree | 23e7cdbbaaa83068ae9ca22e60917b0836130d41 /material.cpp | |
parent | 2d4671d5469116b05709bb1acb614d784d339964 (diff) |
Rename material.cpp -> material_diffusive.cpp.
Diffstat (limited to 'material.cpp')
-rw-r--r-- | material.cpp | 76 |
1 files changed, 0 insertions, 76 deletions
diff --git a/material.cpp b/material.cpp deleted file mode 100644 index b312246..0000000 --- a/material.cpp +++ /dev/null @@ -1,76 +0,0 @@ -// -// Created by Keuin on 2022/4/15. -// - -#include "material.h" - - -bool material_diffuse_lambertian::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const { - const auto hit_point = r.at(hit_t); // hit point, on the surface - auto nv = hit_obj.normal_vector(hit_point); - if (dot(nv, r.direction()) > 0) return false; // discard rays from inner (or invert nv) - auto d = nv + ruvg.normalized(); - if (d.is_zero()) d = nv; - vec3d diffuse_target = hit_point + d; - r.decay(albedo); // lose some light when diffused - r.source(hit_point); - r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - return true; -} - -material_diffuse_lambertian::material_diffuse_lambertian(vec3d albedo) : albedo(albedo) { - assert(albedo.mod2() >= 0); - assert(albedo.mod2() <= 1); -} - -material_diffuse_lambertian::material_diffuse_lambertian(double albedo) : albedo{albedo, albedo, albedo} { - assert(albedo >= 0); - assert(albedo <= 1); -} - -material_diffuse_simple::material_diffuse_simple(vec3d albedo) : albedo(albedo) { - assert(albedo.mod2() >= 0); - assert(albedo.mod2() <= 1); -} - -bool material_diffuse_simple::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const { - const auto hit_point = r.at(hit_t); // hit point, on the surface - auto nv = hit_obj.normal_vector(hit_point); - if (dot(nv, r.direction()) > 0) return false; // discard rays from inner (or invert nv) - auto d = nv + ruvg.normalized(); - if (d.is_zero()) d = nv; - vec3d diffuse_target = hit_point + nv + ruvg.range01(); - r.decay(albedo); // lose some light when diffused - r.source(hit_point); - r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - return true; -} - -material_diffuse_simple::material_diffuse_simple(double albedo) : albedo{albedo, albedo, albedo} { - assert(albedo >= 0); - assert(albedo <= 1); -} - -material_diffuse_hemispherical::material_diffuse_hemispherical(vec3d albedo) : albedo(albedo) { - assert(albedo.mod2() >= 0); - assert(albedo.mod2() <= 1); -} - -bool -material_diffuse_hemispherical::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const { - const auto hit_point = r.at(hit_t); // hit point, on the surface - auto nv = hit_obj.normal_vector(hit_point); - if (dot(nv, r.direction()) > 0) return false; // discard rays from inner (or invert nv) - auto d = nv + ruvg.normalized(); - if (d.is_zero()) d = nv; - vec3d diffuse_target = hit_point + ruvg.hemisphere(nv); - r.decay(albedo); // lose some light when diffused - r.source(hit_point); - r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - return true; -} - -material_diffuse_hemispherical::material_diffuse_hemispherical(double albedo) : albedo{albedo, albedo, albedo} { - assert(albedo >= 0); - assert(albedo <= 1); -} |