Ray-Tracing In One Weekend Part4
参考博客:(27条消息) 【Ray-Tracing In One Weekend】第8章 金属材质_杨石兴的博客-CSDN博客
反射光的方向是 v+2b,n为单位向量,因此b的长度是n点乘v,b的方向和n这个法线方向相同,v的方向指向球内,b指向球外,因此需要相减
v3d.h
vec3 reflect(const vec3& v, const vec3& n) { return v - 2*dot(v,n)*n; }
material.h
#ifndef MATERIAL_H #define MATERIAL_H #include "rtweekend.h" #include "hittable.h" struct hit_record; class material { public: virtual bool scatter( const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered ) const = 0; }; #endif class lambertian :public material { public: lambertian(const color& a) :albedo(a) {} virtual bool scatter( const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered )const override { auto scatter_direction = rec.normal + random_unit_vector(); // 如果最后的散射方向为0了,则不加那个随机 if (scatter_direction.near_zero()) scatter_direction = rec.normal; scattered = ray(rec.p, scatter_direction); attenuation = albedo; return true; } public: color albedo; }; class metal : public material { public: //fuzz是metal材质的扰动 metal(const color& a,double f) : albedo(a) ,fuzz(f<1?f:1){} virtual bool scatter( const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered ) const override { vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal); scattered = ray(rec.p, reflected+fuzz*random_in_unit_sphere()); attenuation = albedo; return (dot(scattered.direction(), rec.normal) > 0); } public: color albedo; double fuzz; };
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