This commit is contained in:
2023-01-31 01:20:07 +01:00
parent b764470c77
commit 0a70a1e1de
4 changed files with 50 additions and 6 deletions

View File

@@ -30,8 +30,10 @@ fn ray_color(r: &Ray, world: &mut dyn Hittable, depth: i32) -> Color {
} }
if world.hit(r, 0.001, INFINITY, &mut rec) { if world.hit(r, 0.001, INFINITY, &mut rec) {
let target = rec.p + random_in_hemisphere(&rec.normal); let mut scattered = Ray::new_empty();
return 0.5 * ray_color(&Ray::new(rec.p, target - rec.p), world, depth - 1) let mut attenuation = Color::new_empty();
if rec.mat_ptr
} }
let unit_direction: Vec3 = r.direction().unit_vector(); let unit_direction: Vec3 = r.direction().unit_vector();

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@@ -1,12 +1,12 @@
use crate::hittable::HitRecord; use crate::hittable::HitRecord;
use crate::ray::{Ray, self}; use crate::ray::Ray;
use crate::vec3::{Color, random_unit_vector}; use crate::vec3::{Color, random_unit_vector, reflect};
pub struct Material { pub struct Material {
} }
trait Scatter { pub trait Scatter: {
fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool; fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool;
} }
@@ -23,8 +23,33 @@ impl Lambertian {
impl Scatter for Lambertian { impl Scatter for Lambertian {
fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool { fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
let scatter_direction = rec.normal + random_unit_vector(); let scatter_direction = rec.normal + random_unit_vector();
if scatter_direction.near_zero() {
scatter_direction = rec.normal;
}
scattered = &mut Ray::new(rec.p, scatter_direction); scattered = &mut Ray::new(rec.p, scatter_direction);
attenuation = &mut self.albedo; attenuation = &mut self.albedo;
return true; return true;
} }
} }
pub struct Metal {
pub albedo: Color
}
impl Metal {
pub fn new(a: &Color) -> Self {
Metal { albedo: *a }
}
}
impl Scatter for Metal {
fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
let reflected = reflect(&r_in.direction(), &rec.normal);
scattered = &mut Ray::new(rec.p, rec.normal);
attenuation = &mut self.albedo;
scattered.direction().dot(&rec.normal) > 0.0
}
}

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@@ -11,6 +11,10 @@ impl Ray {
Ray { origin, direction } Ray { origin, direction }
} }
pub fn new_empty() -> Self {
Ray { direction: Point3::new_empty(), origin: Vec3::new_empty() }
}
pub fn origin(&self) -> Point3 { pub fn origin(&self) -> Point3 {
self.origin self.origin
} }

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@@ -12,6 +12,10 @@ impl Vec3 {
Vec3 { elements: [x, y, z] } Vec3 { elements: [x, y, z] }
} }
pub fn new_empty() -> Self {
Vec3::new(0.0, 0.0, 0.0)
}
pub fn x(&self) -> f64 { pub fn x(&self) -> f64 {
self.elements[0] self.elements[0]
} }
@@ -59,6 +63,11 @@ impl Vec3 {
pub fn random_range(min: f64, max: f64) -> Self { pub fn random_range(min: f64, max: f64) -> Self {
Vec3::new(random_range_f64(min, max), random_range_f64(min, max), random_range_f64(min, max)) Vec3::new(random_range_f64(min, max), random_range_f64(min, max), random_range_f64(min, max))
} }
pub fn near_zero(&self) -> bool {
let s = 1e-8;
(self.x().abs() < s) && (self.y().abs() < s) && (self.z().abs() < s)
}
} }
impl Add for Vec3 { impl Add for Vec3 {
@@ -213,3 +222,7 @@ pub fn random_in_hemisphere(normal: &Vec3) -> Vec3 {
return -in_unit_sphere; return -in_unit_sphere;
} }
} }
pub fn reflect(v: &Vec3, n: &Vec3) -> Vec3 {
*v - 2.0 * v.dot(n) * *n
}