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material.h
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116 lines (92 loc) · 3.78 KB
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "color.h"
#include "constants.h"
#include "hittable.h"
#include "vec3.h"
/*
class representing a material
*/
class material {
public:
virtual ~material() = default;
/*
ray scattering/bouncing for the material
modifies rec, attenuation, and scattered parameters.
@param r_in the ray
@param rec the hit record to modify
@param attenuation how much color each bounce should retain
@param scattered the scattered ray
@return true on success
*/
__device__ virtual bool scatter(const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered, curandState * rand_state) const = 0;
};
/*
class representing a diffuse material
*/
class lambertian : public material {
public:
// constructor
__host__ __device__ lambertian(const color &a) : albedo(a) {}
__device__ bool scatter(const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered, curandState * rand_state) const override {
vec3 scatter_direction = rec.normal + random_unit_vector(rand_state);
// scatter direction may happen to be zero if the random
// unit vector ends up being opposite of the normal
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
private:
// how much color each ray bounce should retain
color albedo;
};
/*
class representing metal material
*/
class metal : public material {
public:
// constructor
__host__ __device__ metal(const color &a, float f) : albedo(a), fuzz(f < 1 ? f : 1) {}
__device__ bool scatter(const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered, curandState * rand_state) const override {
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected + fuzz * random_unit_vector(rand_state));
attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0);
}
private:
// how much color each ray bounce should retain
color albedo;
// fuzzy reflections
float fuzz;
};
class dielectric : public material {
public:
__host__ __device__ dielectric(float index_of_refraction) : ir(index_of_refraction) {}
__device__ bool scatter(const ray &r_in, const hit_record &rec, color &attenuation, ray &scattered, curandState * rand_state) const override {
attenuation = color(1.0, 1.0, 1.0);
float refraction_ratio = rec.front_face ? (1.0/ir) : ir;
vec3 unit_direction = unit_vector(r_in.direction());
float cos_theta = min(dot(-unit_direction, rec.normal), 1.0);
float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double(rand_state))
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, refraction_ratio);
scattered = ray(rec.p, direction);
return true;
}
private:
// index of refraction
float ir;
// schlick's approximation for reflectance
__device__ static float reflectance(float cosine, float ref_idx) {
auto r0 = (1 - ref_idx) / (1 + ref_idx);
r0 = r0 * r0;
return r0 + (1 - r0) * pow((1 - cosine), 5);
}
};
#endif