raytracing/in_one_weekend/src/material.zig

55 lines
1.4 KiB
Zig

const std = @import("std");
const Random = std.rand.Random;
const vec3 = @import("vec3.zig");
const Color = @import("color.zig").Color;
const Ray = @import("ray.zig").Ray;
const HitRecord = @import("hittable.zig").HitRecord;
pub const MaterialType = enum {
Lambertian,
Metal,
};
pub const Material = struct {
materialType: MaterialType,
color: Color,
};
pub const ScatteredRay = struct {
ray: Ray,
color: Color,
};
pub fn scatter(ray: Ray, hit: HitRecord, rng: *Random) ?ScatteredRay {
const scatteredDirection = switch (hit.material.materialType) {
.Lambertian => blk: {
var scatterDirection = hit.normal.add(vec3.random_unit_vector(rng));
// Catch degenerate scatter direction
if (scatterDirection.nearZero()) {
scatterDirection = hit.normal;
}
break :blk scatterDirection;
},
.Metal => blk: {
const reflected = ray.direction.unit().reflect(hit.normal);
const scattered = Ray{ .origin = hit.p, .direction = reflected };
if (scattered.direction.dot(hit.normal) <= 0) {
break :blk null;
}
break :blk scattered.direction;
},
};
if (scatteredDirection) |dir| {
return ScatteredRay{
.ray = Ray{ .origin = hit.p, .direction = dir},
.color = hit.material.color,
};
}
return null;
}