add Metal material
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@ -94,17 +94,27 @@ pub fn main() anyerror!void {
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// World
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const materialGround = Material{
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.materialType = MaterialType.Lambertian,
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.materialType = .Lambertian,
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.0 },
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};
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const materialCenter = Material{
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.materialType = MaterialType.Lambertian,
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.materialType = .Lambertian,
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.color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 },
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};
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const materialLeft = Material{
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.materialType = .Metal,
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.8 },
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};
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const materialRight = Material{
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.materialType = .Metal,
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.color = Color{ .x = 0.8, .y = 0.6, .z = 0.2 },
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};
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const spheres = [_]Sphere{
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Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5, .material = materialCenter },
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Sphere{ .center = Point3{ .x = 0, .y = -100.5, .z = -1 }, .radius = 100, .material = materialGround },
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Sphere{ .center = Point3{ .x = 0, .y = 0, .z = -1 }, .radius = 0.5, .material = materialCenter },
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Sphere{ .center = Point3{ .x = -1, .y = 0, .z = -1 }, .radius = 0.5, .material = materialLeft },
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Sphere{ .center = Point3{ .x = 1, .y = 0, .z = -1 }, .radius = 0.5, .material = materialRight },
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};
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const world = World{ .spheres = spheres[0..spheres.len] };
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@ -8,6 +8,7 @@ const HitRecord = @import("hittable.zig").HitRecord;
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pub const MaterialType = enum {
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Lambertian,
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Metal,
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};
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pub const Material = struct {
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@ -21,15 +22,34 @@ pub const ScatteredRay = struct {
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};
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pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
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const scatteredDirection = switch (hit.material.materialType) {
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// Catch degenerate scatter direction
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if (scatterDirection.nearZero()) {
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scatterDirection = hit.normal;
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.Lambertian => blk: {
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var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
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// Catch degenerate scatter direction
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if (scatterDirection.nearZero()) {
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scatterDirection = hit.normal;
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}
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break :blk scatterDirection;
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},
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.Metal => blk: {
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const reflected = ray.direction.unit().reflect(hit.normal);
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const scattered = Ray{ .origin = hit.p, .direction = reflected };
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if (scattered.direction.dot(hit.normal) <= 0) {
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break :blk null;
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}
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break :blk scattered.direction;
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},
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};
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if (scatteredDirection) |dir| {
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = dir},
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.color = hit.material.color,
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};
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}
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = scatterDirection},
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.color = hit.material.color,
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};
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return null;
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}
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@ -78,6 +78,10 @@ pub const Vec3 = packed struct {
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and math.absFloat(self.y) < t
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and math.absFloat(self.z) < t;
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}
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pub fn reflect(self: Vec3, n: Vec3) Vec3 {
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return self.sub(n.mul_s(self.dot(n) * 2));
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}
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};
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pub fn random(rng: *Random, min: f32, max: f32) Vec3 {
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