diff options
Diffstat (limited to 'src/material')
-rw-r--r-- | src/material/dielectric.rs | 39 | ||||
-rw-r--r-- | src/material/diffuse_light.rs | 29 | ||||
-rw-r--r-- | src/material/isotropic.rs | 33 | ||||
-rw-r--r-- | src/material/lambertian.rs | 34 | ||||
-rw-r--r-- | src/material/metal.rs | 18 | ||||
-rw-r--r-- | src/material/mod.rs | 21 |
6 files changed, 174 insertions, 0 deletions
diff --git a/src/material/dielectric.rs b/src/material/dielectric.rs new file mode 100644 index 0000000..bcacb78 --- /dev/null +++ b/src/material/dielectric.rs @@ -0,0 +1,39 @@ +use super::Material; +use crate::{hittable::HitRecord, vec3::Vec3}; +use crate::vec3::Color; +use crate::ray::Ray; + +pub struct Dielectric { + pub index_of_refraction: f64, +} + +impl Dielectric { + fn reflectance(cosine: f64, ref_idx: f64) -> f64 { + // Using Schlick's Approximation: + let mut r0 = (1.0 - ref_idx) / (1.0 + ref_idx); + r0 *= r0; + r0 + (1.0 - r0) * (1.0 - cosine).powi(5) + } +} + +impl Material for Dielectric { + fn scatter(&self, ray_in: &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { + *attenuation = Color { x: 1.0, y: 1.0, z: 1.0 }; + let refraction_ratio = if hit_record.front_face { 1.0 / self.index_of_refraction } else { self.index_of_refraction }; + let unit_direction = ray_in.direction.unit_vector(); + let cos_theta = hit_record.normal.dot(&-&unit_direction).min(1.0); + let sin_theta = (1.0 - cos_theta * cos_theta).sqrt(); + + let cannot_refract = refraction_ratio * sin_theta > 1.0; + let direction: Vec3; + + if cannot_refract || Self::reflectance(cos_theta, refraction_ratio) > rand::random::<f64>() { + direction = unit_direction.reflect(&hit_record.normal) + } else { + direction = unit_direction.refract(&hit_record.normal, refraction_ratio) + } + + *scattered = Ray { origin: hit_record.p.clone(), direction, time: ray_in.time }; + true + } +} diff --git a/src/material/diffuse_light.rs b/src/material/diffuse_light.rs new file mode 100644 index 0000000..fecbcff --- /dev/null +++ b/src/material/diffuse_light.rs @@ -0,0 +1,29 @@ +use std::sync::Arc; + +use super::Material; +use crate::{hittable::HitRecord, texture::Texture, vec3::Point3}; +use crate::vec3::Color; +use crate::texture::SolidColor; +use crate::ray::Ray; + +pub struct DiffuseLight { + emit: Arc<dyn Texture>, +} + +impl DiffuseLight { + pub fn from_color(color: Color) -> Self { + Self { + emit: Arc::new(SolidColor::from_color(color)), + } + } +} + +impl Material for DiffuseLight { + fn scatter(&self, _: &Ray, _: &HitRecord, _: &mut Color, _: &mut Ray) -> bool { + false + } + + fn emitted(&self, u: f64, v: f64, point: &Point3) -> Color { + self.emit.value(u, v, point) + } +} diff --git a/src/material/isotropic.rs b/src/material/isotropic.rs new file mode 100644 index 0000000..f59fa7d --- /dev/null +++ b/src/material/isotropic.rs @@ -0,0 +1,33 @@ +use std::sync::Arc; + +use super::Material; +use crate::{hittable::HitRecord, texture::Texture, vec3::Vec3}; +use crate::vec3::Color; +use crate::texture::SolidColor; +use crate::ray::Ray; + +pub struct Isotropic { + albedo: Arc<dyn Texture>, +} + +impl Isotropic { + pub fn from_color(color: Color) -> Self { + Self { + albedo: Arc::new(SolidColor::from_color(color)), + } + } + + pub fn from_texture(texture: Arc<dyn Texture>) -> Self { + Self { + albedo: texture, + } + } +} + +impl Material for Isotropic { + fn scatter(&self, ray_in: &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { + *scattered = Ray { origin: hit_record.p.clone(), direction: Vec3::random_in_unit_sphere(), time: ray_in.time }; + *attenuation = self.albedo.value(hit_record.u, hit_record.v, &hit_record.p); + true + } +} diff --git a/src/material/lambertian.rs b/src/material/lambertian.rs new file mode 100644 index 0000000..95f698e --- /dev/null +++ b/src/material/lambertian.rs @@ -0,0 +1,34 @@ +use std::sync::Arc; + +use super::Material; +use crate::{hittable::HitRecord, texture::Texture, vec3::Vec3}; +use crate::vec3::Color; +use crate::texture::SolidColor; +use crate::ray::Ray; + +pub struct Lambertian { + pub albedo: Arc<dyn Texture>, +} + +impl Lambertian { + pub fn from_color(color: Color) -> Self { + Self { + albedo: Arc::new(SolidColor { color_value: color.clone() }), + } + } +} + +impl Material for Lambertian { + fn scatter(&self, ray_in : &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { + let mut scatter_direction = &hit_record.normal + Vec3::random_unit_vector(); + + // Catch zero-vector scatter directions that will generate issues later + if scatter_direction.near_zero() { + scatter_direction = hit_record.normal.clone(); + } + + *scattered = Ray { origin: hit_record.p.clone(), direction: scatter_direction, time: ray_in.time }; + *attenuation = self.albedo.value(hit_record.u, hit_record.v, &hit_record.p); + true + } +} diff --git a/src/material/metal.rs b/src/material/metal.rs new file mode 100644 index 0000000..2865a2f --- /dev/null +++ b/src/material/metal.rs @@ -0,0 +1,18 @@ +use super::Material; +use crate::{hittable::HitRecord, vec3::Vec3}; +use crate::vec3::Color; +use crate::ray::Ray; + +pub struct Metal { + pub albedo: Color, + pub fuzz: f64, // TODO: This should have value 0.0 - 1.0; this is not enforced +} + +impl Material for Metal { + fn scatter(&self, ray_in: &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { + let reflected = ray_in.direction.unit_vector().reflect(&hit_record.normal); + *scattered = Ray { origin: hit_record.p.clone(), direction: reflected + self.fuzz * Vec3::random_in_unit_sphere(), time: ray_in.time }; + *attenuation = self.albedo.clone(); + scattered.direction.dot(&hit_record.normal) > 0.0 + } +} diff --git a/src/material/mod.rs b/src/material/mod.rs new file mode 100644 index 0000000..bf1eb24 --- /dev/null +++ b/src/material/mod.rs @@ -0,0 +1,21 @@ +mod lambertian; +pub use lambertian::Lambertian; +mod metal; +pub use metal::Metal; +mod dielectric; +pub use dielectric::Dielectric; +mod diffuse_light; +pub use diffuse_light::DiffuseLight; +mod isotropic; +pub use isotropic::Isotropic; + +use crate::{hittable::HitRecord, vec3::Point3}; +use crate::vec3::Color; +use crate::ray::Ray; + +pub trait Material: Send + Sync { + fn emitted(&self, _: f64, _: f64, _: &Point3) -> Color { + Color { x: 0.0, y: 0.0, z: 0.0 } + } + fn scatter(&self, ray_in: &Ray, hit_record: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool; +} |