为了使得我们的图片更加的丰富多彩,我们添加材质类,与每个物体进行绑定
属性抽象类
#ifndef _MATERIAL_H_
#define _MATERIAL_H_
#include"ray.h"
#include"hitable.h"
class material
{
public:
virtual bool scatter(const ray& ray_in, const record& rec, ray& ray_out, Vec3 & attenuation) const = 0 {};
};
添加朗伯体,朗伯体会进行漫反射
#ifndef _LAMBERTIAN_H
#define _LAMBERTIAN_H
#include"material.h"
Vec3 rand_point_in_unit_sphere()
{
float result;
Vec3 point(0, 0, 0);
do {
float x = rand() / (float)RAND_MAX;
float y = rand() / (float)RAND_MAX;
float z = rand() / (float)RAND_MAX;
point = 2 * Vec3(x, y, z) - Vec3(1, 1, 1);
result = point * point - 1;
} while (result >= 0);
return point;
}
class lambertian :public material
{
public:
lambertian() {};
lambertian(const Vec3& _abedo) { abedo = _abedo; };
virtual bool scatter(const ray& ray_in, const record& rec, ray& ray_out, Vec3 & attenuation) const
{
ray_out = ray(rec.p,rec.normal + rand_point_in_unit_sphere());
attenuation = abedo;
return true;
};
Vec3 abedo;
};
#endif // !_LAMBERTIAN_H
添加金属体,金属体进行镜面反射
#ifndef _META_H
#define _META_H
#include"material.h"
class meta:public material
{
public:
meta(const Vec3 &a) { albedo = a; }
virtual bool scatter(const ray& ray_in, const record& rec, ray& ray_out, Vec3 & attenuation) const
{
Vec3 ray_out_direction = ray_in.direction().unit() - 2 * (ray_in.direction().unit()*rec.normal)*rec.normal;
ray_out = ray(rec.p, ray_out_direction);
attenuation = albedo;
return (ray_out_direction*rec.normal > 0);
};
Vec3 albedo;
};
#endif // !_META_H
添加进来后的效果是这样的,中间是朗伯体,两边是金属体
效果看上去还行