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//
// Created by Keuin on 2022/4/15.
//
#include "vec.h"
#include "material.h"
#include "material_reflective.h"
// perfectly-smooth reflective
template<>
bool material_reflective_<false>::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const {
const auto hit_point = r.at(hit_t);
const auto nv = hit_obj.normal_vector(hit_point);
const auto reflected = nv.reflect(r.direction());
r.source(hit_point);
r.direction(reflected);
r.decay(albedo);
return dot(reflected, nv) > 0;
}
// fuzzy reflective
template<>
bool material_reflective_<true>::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const {
const auto hit_point = r.at(hit_t);
const auto nv = hit_obj.normal_vector(hit_point);
const auto reflected = nv.reflect(r.direction()) + fuzzy_.f * ruvg.range01();
r.source(hit_point);
r.direction(reflected.unit_vec());
r.decay(albedo);
return dot(reflected, nv) > 0;
}
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