raytracers/zigrtiow/src/material.zig

57 lines
1.7 KiB
Zig

const vec = @import("./vec.zig");
const Ray = @import("./ray.zig").Ray;
const HitRecord = @import("./hittable.zig").HitRecord;
const Vec3 = vec.Vec3;
const Color = vec.Color;
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),
};
}
};
pub const ScatterRec = struct { attenuation: Color, scattered: Ray };
pub const Labertian = struct {
albedo: Vec3,
pub fn scatter(labertian: Labertian, r_in: Ray, rec: HitRecord) ?ScatterRec {
_ = r_in;
var scatter_direction = rec.normal.add(random_unit_vector());
if (scatter_direction.near_zero()) {
scatter_direction = rec.normal;
}
return ScatterRec{
.scattered = Ray.init(rec.p, scatter_direction),
.attenuation = labertian.albedo,
};
}
};
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));
}
};