zigrtiow: add metal material.

This commit is contained in:
Bill Thiede 2022-08-06 08:14:15 -07:00
parent 85b87a6854
commit 6b4be0ed1e
2 changed files with 27 additions and 0 deletions

View File

@ -13,6 +13,7 @@ const Color = vec.Color;
const Hittable = hittable.Hittable;
const HittableList = hittable_list.HittableList;
const Labertian = material.Labertian;
const Metal = material.Metal;
const Material = material.Material;
const Point3 = vec.Point3;
const Ray = ray.Ray;
@ -50,9 +51,13 @@ pub fn main() anyerror!void {
const material_ground = Material{ .labertian = Labertian{ .albedo = Color.init(0.8, 0.8, 0.0) } };
const material_center = Material{ .labertian = Labertian{ .albedo = Color.init(0.7, 0.3, 0.3) } };
const material_left = Material{ .metal = Metal{ .albedo = Color.init(0.8, 0.8, 0.8) } };
const material_right = Material{ .metal = Metal{ .albedo = Color.init(0.8, 0.6, 0.2) } };
try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, -100.5, -1), 100, material_ground) });
try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, 0, -1), 0.5, material_center) });
try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(-1, 0, -1), 0.5, material_left) });
try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(1, 0, -1), 0.5, material_right) });
const world = Hittable{ .hittable_list = tmp_world };
// Camera

View File

@ -8,10 +8,12 @@ const random_unit_vector = vec.random_unit_vector;
pub const Material = union(enum) {
labertian: Labertian,
metal: Metal,
pub fn scatter(material: Material, r_in: Ray, rec: HitRecord) ?ScatterRec {
return switch (material) {
.labertian => |labertian| labertian.scatter(r_in, rec),
.metal => |metal| metal.scatter(r_in, rec),
};
}
};
@ -32,3 +34,23 @@ pub const Labertian = struct {
};
}
};
pub const Metal = struct {
albedo: Vec3,
pub fn scatter(metal: Metal, r_in: Ray, rec: HitRecord) ?ScatterRec {
const reflected = reflect(r_in.direction().unit(), rec.normal);
const scattered = Ray.init(rec.p, reflected);
const attenuation = metal.albedo;
if (scattered.direction().dot(rec.normal) > 0) {
return ScatterRec{
.scattered = scattered,
.attenuation = attenuation,
};
} else {
return null;
}
}
fn reflect(v: Vec3, n: Vec3) Vec3 {
return v.sub(n.scale(v.dot(n) * 2));
}
};