Ray-Tracing In One Weekend Part4
参考博客:(27条消息) 【Ray-Tracing In One Weekend】第8章 金属材质_杨石兴的博客-CSDN博客
反射光的方向是 v+2b,n为单位向量,因此b的长度是n点乘v,b的方向和n这个法线方向相同,v的方向指向球内,b指向球外,因此需要相减
v3d.h
vec3 reflect(const vec3& v, const vec3& n) {
return v - 2*dot(v,n)*n;
}
material.h
#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.h"
#include "hittable.h"
struct hit_record;
class material {
public:
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const = 0;
};
#endif
class lambertian :public material {
public:
lambertian(const color& a) :albedo(a) {}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
)const override {
auto scatter_direction = rec.normal + random_unit_vector();
// 如果最后的散射方向为0了,则不加那个随机
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
public:
color albedo;
};
class metal : public material {
public:
//fuzz是metal材质的扰动
metal(const color& a,double f) : albedo(a) ,fuzz(f<1?f:1){}
virtual bool scatter(
const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
) const override {
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected+fuzz*random_in_unit_sphere());
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
public:
color albedo;
double fuzz;
};
结果图:



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