Fuzzy reflection
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3323b6e292
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2 changed files with 6 additions and 5 deletions
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@ -46,9 +46,9 @@ int main() {
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hittable_list world;
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hittable_list world;
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auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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auto material_ground = make_shared<lambertian>(color(0.8, 0.8, 0.0));
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auto material_center = make_shared<metal>(color(0.7, 0.3, 0.3));
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auto material_center = make_shared<lambertian>(color(0.7, 0.3, 0.3));
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auto material_left = make_shared<metal>(color(0.8, 0.8, 0.8));
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auto material_left = make_shared<metal>(color(0.8, 0.8, 0.8), 0.3);
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2));
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auto material_right = make_shared<metal>(color(0.8, 0.6, 0.2), 1.0);
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, material_ground));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.0), 0.5, material_center));
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@ -39,19 +39,20 @@ public:
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class metal : public material {
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class metal : public material {
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public:
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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(
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virtual bool scatter(
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const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
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const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
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) const override {
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) const override {
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vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
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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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attenuation = albedo;
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return true;
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return true;
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}
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}
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public:
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public:
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color albedo;
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color albedo;
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double fuzz;
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};
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};
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#endif // MATERIAL_H_
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#endif // MATERIAL_H_
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