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material.h
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material.h
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#ifndef MATERIAL_H
#define MATERIAL_H
#include "rtweekend.h"
#include "hittable.h"
class material
{
public:
virtual bool scatter(
const ray& r_in,
const hit_record& rec,
color& attenuation,
ray& scattered) const = 0;
};
class lambertian : public material
{
public:
color albedo;
lambertian(const color& a) : albedo(a) {}
bool scatter(
const ray& r_in,
const hit_record& rec,
color& attenuation,
ray& scattered) const override
{
vec3 scatter_direction = rec.normal + random_in_unit_vector();
// Catch defenerate scatter direction
if (scatter_direction.near_zero())
scatter_direction = rec.normal;
scattered = ray(rec.p, scatter_direction);
attenuation = albedo;
return true;
}
};
class metal : public material
{
public:
color albedo;
metal(const color& a) : albedo(a) {}
bool scatter(
const ray& r_in,
const hit_record& rec,
color& attenuation,
ray& scattered) const override
{
vec3 reflected = reflect(unit_vector(r_in.direction()), rec.normal);
scattered = ray(rec.p, reflected);
attenuation = albedo;
return dot(scattered.direction(), rec.normal) > 0;
}
};
#endif