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use rand::Rng;
use crate::calculus::calculus::{Ray, Vec3};
use crate::common::Color;
use crate::object::HitRecord;
#[derive(Clone)]
pub enum MaterialType {
Diffuse,
Metallic(f32), // fuzz
Transparent(f32), // refraction index
}
#[derive(Clone)]
pub struct Material {
pub material_type: MaterialType,
pub albedo: Color,
}
impl Material {
pub fn new(albedo: Color, material_type: MaterialType) -> Self {
let mut material_type = material_type;
if let MaterialType::Metallic(fuzz) = material_type {
let fuzz = if fuzz < 1.0 { fuzz } else { fuzz };
material_type = MaterialType::Metallic(fuzz);
}
Self { albedo, material_type }
}
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::Metallic(fuzz) => {
let mut reflected = r_in.reflect(&rec.normal);
reflected.add(&Vec3::random_unit().scalar_mul(fuzz))
}
MaterialType::Transparent(refraction_index) => {
let ri = if rec.front_face {
1.0 / refraction_index
} else {
refraction_index
};
let cos_theta = f32::min(
r_in.direction.unit().scalar_mul(-1.0).dot_prod(&rec.normal),
1.0
);
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
let cannot_refract = ri * sin_theta > 1.0;
let random: f32 = rand::rng().random();
if cannot_refract || Self::reflectance(cos_theta, ri) > random {
r_in.direction.unit().reflect(&rec.normal)
} else {
r_in.refract(&rec.normal, ri)
}
}
};
scattered.origin = rec.position;
attenuation.r = self.albedo.r;
attenuation.g = self.albedo.g;
attenuation.b = self.albedo.b;
true
}
fn reflectance(cosine: f32, refraction_index: f32) -> f32 {
let mut r0 = (1.0 - refraction_index) / (1.0 + refraction_index);
r0 = r0 * r0;
r0 + (1.0 - r0) * (1.0 - cosine).powi(5)
}
}
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