Feat: Total internal reflection, Schlick's approx.
Completion of Chapter 10: Dielectrics.
This commit is contained in:
13
src/main.rs
13
src/main.rs
@@ -34,9 +34,9 @@ fn main() {
|
||||
// world
|
||||
|
||||
let mat_ground = Material::Lambertian{ albedo: Vec3::new(0.8, 0.8, 0.0) };
|
||||
let mat_center = Material::Dielectric { index_refraction: 1.5 };
|
||||
let mat_center = Material::Lambertian{ albedo: Vec3::new(0.1, 0.2, 0.5) };
|
||||
let mat_left = Material::Dielectric { index_refraction: 1.5 };
|
||||
let mat_right = Material::Metal{ albedo: Vec3::new(0.8, 0.6, 0.2), fuzz: 1.0 };
|
||||
let mat_right = Material::Metal{ albedo: Vec3::new(0.8, 0.6, 0.2), fuzz: 0.0 };
|
||||
|
||||
let mut world = HittableList::new();
|
||||
world.add(
|
||||
@@ -68,6 +68,15 @@ fn main() {
|
||||
)
|
||||
);
|
||||
|
||||
world.add(
|
||||
Box::new(
|
||||
Sphere{
|
||||
center: Vec3::new(-1.0, 0.0, -1.0),
|
||||
radius: -0.4,
|
||||
material: Some(mat_left), }
|
||||
)
|
||||
);
|
||||
|
||||
world.add(
|
||||
Box::new(
|
||||
Sphere{
|
||||
|
||||
@@ -4,6 +4,7 @@ use crate::hittable::HitRecord;
|
||||
use crate::vec3;
|
||||
use crate::vec3::Vec3;
|
||||
|
||||
use rand::Rng;
|
||||
use rand::rngs::SmallRng;
|
||||
use rand::distributions::Uniform;
|
||||
|
||||
@@ -64,14 +65,28 @@ impl Material {
|
||||
let refraction_ratio = if rec.front_face { 1.0 / index_refraction } else { *index_refraction };
|
||||
|
||||
let unit_direction = Vec3::as_unit(ray_in.dir);
|
||||
let refracted = Vec3::refract(unit_direction, rec.normal, refraction_ratio);
|
||||
let cos_theta = vec3::min(Vec3::dot(-unit_direction, rec.normal), 1.0);
|
||||
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
|
||||
|
||||
let cannot_refract = refraction_ratio * sin_theta > 1.0;
|
||||
let direction = if cannot_refract || Material::reflectance(cos_theta, refraction_ratio) > srng.sample(distrib) {
|
||||
Vec3::reflect(unit_direction, rec.normal)
|
||||
} else {
|
||||
Vec3::refract(unit_direction, rec.normal, refraction_ratio)
|
||||
};
|
||||
*scattered = Ray {
|
||||
orig: rec.p,
|
||||
dir: refracted
|
||||
dir: direction
|
||||
};
|
||||
return true;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn reflectance(cosine: f32, ref_idx: f32) -> f32 {
|
||||
// Schlick's approximation for reflectance.
|
||||
let r0 = (1.0 - ref_idx) / (1.0 + ref_idx);
|
||||
let r0 = r0 * r0;
|
||||
return r0 + (1.0 - r0) * (1.0 - cosine).powf(5.0);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user