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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
}
}
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