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-rw-r--r--sphere.h80
1 files changed, 80 insertions, 0 deletions
diff --git a/sphere.h b/sphere.h
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+++ b/sphere.h
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+#ifndef SPHERE_H
+#define SPHERE_H
+
+#include "color.h"
+#include "ray.h"
+#include "vec3.h"
+
+#include <cmath>
+#include <optional>
+#include <tuple>
+
+enum class Material : int {
+ Lambertian,
+ Metal,
+ Dielectric
+};
+
+struct Sphere
+{
+ point3 center;
+ double radius;
+ Material M;
+ color tint;
+
+ std::pair<color, ray> scatter(const ray& r, double root) const {
+ const auto p = r.at(root);
+ auto normal = (p - center) / radius;
+
+ if (M == Material::Lambertian) {
+ return {tint, ray(p, normal + randomUnitSphere())};
+ } else if (M == Material::Metal) {
+ return {tint, ray(p, r.direction().reflect(normal))};
+ } else if (M == Material::Dielectric) {
+ constexpr auto index = 1.0 / 1.33;
+
+ const bool front = r.direction().dot(normal) < 0;
+ const auto ri = front ? 1.0 / index : index;
+ if (!front)
+ normal *= -1;
+
+ const auto dir = r.direction().normalize();
+ const double costh = std::fmin((-dir).dot(normal), 1);
+ const double sinth = std::sqrt(1 - costh * costh);
+
+ if (ri * sinth > 1)
+ return {color(1, 1, 1), ray(p, dir.reflect(normal))};
+ else
+ return {color(1, 1, 1), ray(p, dir.refract(normal, ri))};
+ } else {
+ return {};
+ }
+ }
+
+ std::optional<double> hit(const ray& r, double tmin, double tmax) const {
+ const vec3 oc = center - r.origin();
+ const auto a = r.direction().length_squared();
+ const auto h = r.direction().dot(oc);
+ const auto c = oc.length_squared() - radius * radius;
+ const auto discriminant = h * h - a * c;
+
+ if (discriminant < 0) {
+ return {}; // No hit
+ } else {
+ const auto sqrtd = std::sqrt(discriminant);
+
+ // Find the nearest root that lies in the acceptable range.
+ auto root = (h - sqrtd) / a;
+ if (root <= tmin || tmax <= root) {
+ root = (h + sqrtd) / a;
+ if (root <= tmin || tmax <= root)
+ return {};
+ }
+
+ return root;
+ }
+ }
+};
+
+#endif // SPHERE_H
+