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use crate::calculus::calculus::{Ray, Vec3};
use crate::common::Color;
use crate::object::HitRecord;
#[derive(Clone)]
pub enum MaterialType {
Diffuse,
Metal,
}
pub struct Material {
pub material_type: MaterialType,
pub albedo: Color,
pub fuzz: f32,
}
impl Material {
pub fn new(albedo: Color, material_type: MaterialType, fuzz: f32) -> Self {
let fuzz = if fuzz < 1.0 { fuzz } else { 1.0 };
Self { albedo, material_type, fuzz }
}
pub fn scatter(&self, r_in: &Ray, rec: &HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
scattered.direction = match self.material_type {
MaterialType::Diffuse => {
let scatter_direction = rec.normal.add(&Vec3::random_unit());
if scatter_direction.is_near_zero() {
rec.normal.clone()
} else {
scatter_direction
}
}
MaterialType::Metal => {
let mut reflected = r_in.reflect(&rec.normal);
reflected.unit().add(&Vec3::random_unit().scalar_mul(self.fuzz))
}
};
scattered.origin = rec.position;
attenuation.r = self.albedo.r;
attenuation.g = self.albedo.g;
attenuation.b = self.albedo.b;
true
}
}
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