Files
raychel-rs/src/material.rs
2023-01-31 01:20:07 +01:00

55 lines
1.3 KiB
Rust

use crate::hittable::HitRecord;
use crate::ray::Ray;
use crate::vec3::{Color, random_unit_vector, reflect};
pub struct Material {
}
pub trait Scatter: {
fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool;
}
pub struct Lambertian {
albedo: Color,
}
impl Lambertian {
pub fn new(a: &Color) -> Self {
Lambertian { albedo: *a }
}
}
impl Scatter for Lambertian {
fn scatter(&self, r_in: &Ray, rec: HitRecord, attenuation: &mut Color, scattered: &mut Ray) -> bool {
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);
attenuation = &mut self.albedo;
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
}
}