Add fuzziness to metal materials.
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@ -11,7 +11,7 @@ bool Lambertian::scatter(const Ray& r_in, const hit_record& rec, Color& attenuat
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bool Metal::scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const {
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Vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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scattered = Ray(rec.p, reflected);
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scattered = Ray(rec.p, reflected + fuzz * random_in_unit_sphere());
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attenuation = albedo;
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return (dot(scattered.direction(), rec.normal) > 0);
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}
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@ -23,11 +23,12 @@ private:
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class Metal : public Material {
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public:
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Metal(const Color& a) : albedo(a) {}
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Metal(const Color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
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virtual bool scatter(const Ray& r_in, const hit_record& rec, Color& attenuation, Ray& scattered) const;
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private:
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Color albedo;
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double fuzz;
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};
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#endif // MATERIAL_H
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@ -45,10 +45,10 @@ int main() {
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100));*/
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world.add(std::make_shared<Sphere>(Point3(0, 0, -1), 0.5, std::make_shared<Lambertian>(Color(0.7, 0.3, 0.3))));
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100, std::make_shared<Lambertian>(Color(0.8, 0.8, 0.8))));
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world.add(std::make_shared<Sphere>(Point3(0, -100.5, -1), 100, std::make_shared<Lambertian>(Color(0.8, 0.8, 0.0))));
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world.add(std::make_shared<Sphere>(Point3(1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.6, 0.2))));
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world.add(std::make_shared<Sphere>(Point3(-1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.8, 0.8))));
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world.add(std::make_shared<Sphere>(Point3(1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.6, 0.2), 0.3)));
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world.add(std::make_shared<Sphere>(Point3(-1, 0, -1), 0.5, std::make_shared<Metal>(Color(0.8, 0.8, 0.8), 1.0)));
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Camera cam;
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