zigrtiow: dielectric w/o internal reflection.

This commit is contained in:
Bill Thiede 2022-08-13 17:03:08 -07:00
parent 91fd65259c
commit aea437785a
2 changed files with 31 additions and 2 deletions

View File

@ -16,6 +16,7 @@ const Hittable = hittable.Hittable;
const HittableList = hittable_list.HittableList;
const Labertian = material.Labertian;
const Metal = material.Metal;
const Dielectric = material.Dielectric;
const Material = material.Material;
const Point3 = vec.Point3;
const Ray = ray.Ray;
@ -89,8 +90,10 @@ pub fn main() anyerror!void {
var tmp_world = HittableList.init();
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), .fuzz = 0.3 } };
const material_center = Material{ .dielectric = Dielectric{ .ir = 1.5 } };
//const material_center = Material{ .labertian = Labertian{ .albedo = Color.init(0.7, 0.3, 0.3) } };
const material_left = Material{ .dielectric = Dielectric{ .ir = 1.5 } };
//const material_left = Material{ .metal = Metal{ .albedo = Color.init(0.8, 0.8, 0.8), .fuzz = 0.3 } };
const material_right = Material{ .metal = Metal{ .albedo = Color.init(0.8, 0.6, 0.2), .fuzz = 1.0 } };
try tmp_world.add(Hittable{ .sphere = Sphere.init(Point3.init(0, -100.5, -1), 100, material_ground) });

View File

@ -10,11 +10,13 @@ const random_in_unit_sphere = vec.random_in_unit_sphere;
pub const Material = union(enum) {
labertian: Labertian,
metal: Metal,
dielectric: Dielectric,
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),
.dielectric => |dielectric| dielectric.scatter(r_in, rec),
};
}
};
@ -57,3 +59,27 @@ pub const Metal = struct {
return v.sub(n.scale(v.dot(n) * 2));
}
};
pub const Dielectric = struct {
ir: f32, // Index of Refraction
pub fn scatter(dielectric: Dielectric, r_in: Ray, rec: HitRecord) ?ScatterRec {
const attenuation = Color.init(1, 1, 1);
const refraction_ratio = if (rec.front_face) 1.0 / dielectric.ir else dielectric.ir;
const unit_direction = r_in.direction().unit();
const refracted = refract(unit_direction, rec.normal, refraction_ratio);
const scattered = Ray.init(rec.p, refracted);
return ScatterRec{
.attenuation = attenuation,
.scattered = scattered,
};
}
fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) Vec3 {
const cos_theta = @minimum(-uv.dot(n), 1.0);
const r_out_perp = uv.add(n.scale(cos_theta)).scale(etai_over_etat);
const r_out_parallel = n.scale(-@sqrt(@fabs(1.0 - r_out_perp.length_squared())));
return r_out_perp.add(r_out_parallel);
}
};