add Dielectric material
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@ -97,14 +97,13 @@ pub fn main() anyerror!void {
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}
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};
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const materialCenter = Material{
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.lambertian = material.Lambertian{
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.color = Color{ .x = 0.7, .y = 0.3, .z = 0.3 },
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.dielectric = material.Dielectric{
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.refraction_index = 1.5,
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}
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};
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const materialLeft = Material{
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.metal = material.Metal{
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.color = Color{ .x = 0.8, .y = 0.8, .z = 0.8 },
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.fuzz = 0.3,
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.dielectric = material.Dielectric{
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.refraction_index = 1.5,
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}
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};
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const materialRight = Material{
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@ -9,6 +9,7 @@ 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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dielectric,
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};
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pub const Lambertian = struct {
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@ -44,6 +45,21 @@ pub const Metal = struct {
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}
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};
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pub const Dielectric = struct {
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refraction_index: f32,
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pub fn scatter(self: Dielectric, ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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const attenuation = Color{ .x = 1.0, .y = 1.0, .z = 1.0 };
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const refraction_ratio = if (hit.front_face) 1.0 / self.refraction_index else self.refraction_index;
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const unit_direction = ray.direction.unit();
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const refracted = vec3.refract(unit_direction, hit.normal, refraction_ratio);
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return ScatteredRay{
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.ray = Ray{ .origin = hit.p, .direction = refracted},
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.color = attenuation,
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};
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}
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};
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pub const ScatteredRay = struct {
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ray: Ray,
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color: Color,
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@ -52,11 +68,13 @@ pub const ScatteredRay = struct {
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pub const Material = union(MaterialType) {
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lambertian: Lambertian,
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metal: Metal,
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dielectric: Dielectric,
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};
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pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
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return switch (hit.material) {
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.lambertian => |m| m.scatter(ray, hit, rng),
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.metal => |m| m.scatter(ray, hit, rng),
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.dielectric => |m| m.scatter(ray, hit, rng),
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};
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}
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@ -116,6 +116,13 @@ pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
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}
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}
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pub fn refract(uv: Vec3, n: Vec3, etai_over_etat: f32) Vec3 {
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const cos_theta = math.min(uv.mul_s(-1).dot(n), 1.0);
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const r_out_perp = uv.add(n.mul_s(cos_theta)).mul_s(etai_over_etat);
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const r_out_parallel = n.mul_s(-math.sqrt(math.absFloat(1.0 - r_out_perp.length_squared())));
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return r_out_perp.add(r_out_parallel);
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}
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pub const Point3 = Vec3;
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const assert = @import("std").debug.assert;
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