2022-11-11 12:06:18 +01:00

48 lines
1.5 KiB
C

#include "material.h"
#include "hittable.h"
#include "vec3.h"
#include <assert.h>
bool material_scatter(const Material *material, Ray r,
const struct HitRecord *record, Color *attenuation,
Ray *scattered) {
switch (material->type) {
case MATERIAL_LAMBERTIAN:
return lambertian_scatter((const Lambertian *)material, r, record,
attenuation, scattered);
case MATERIAL_METAL:
return metal_scatter((const Metal *)material, r, record, attenuation,
scattered);
}
return false;
}
bool lambertian_scatter(const Lambertian *lambertian, Ray r,
const HitRecord *record, Color *attenuation,
Ray *scattered) {
(void)r;
Vec3 scatter_direction = vec3_add(record->normal, vec3_random_unit_vector());
/* Catch degenerate scatter direction */
if (vec3_is_near_zero(scatter_direction))
scatter_direction = record->normal;
*scattered = (Ray){record->p, scatter_direction};
*attenuation = lambertian->albedo;
return true;
}
bool metal_scatter(const Metal *metal, Ray r, const struct HitRecord *record,
Color *attenuation, Ray *scattered) {
Vec3 reflected = vec3_reflect(vec3_normalize(r.direction), record->normal);
assert(metal->fuzziness <= 1);
*scattered = (Ray){
record->p,
vec3_add(reflected,
vec3_mul(metal->fuzziness, vec3_random_in_unit_sphere())),
};
*attenuation = metal->albedo;
return vec3_dot(scattered->direction, record->normal) > 0;
}