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class Material
def initialize(r, g, b)
@albedo = Colour.new(r, g, b)
end
def attenuation
@albedo
end
def scatter(ray, record)
nil
end
end
class Lambertian < Material
def scatter(ray, record)
scat = record.normal + Vec3.random_unit
scat = rec.normal if scat.near_zero?
Ray.new(record.point, scat)
end
end
class Metal < Material
def initialize(r, g, b, fuzz)
@fuzz = fuzz < 1 ? fuzz : 1
super(r, g, b)
end
def scatter(ray, record)
refl = ray.direction.reflect(record.normal)
refl = refl.unit + (Vec3.random_unit * @fuzz)
if refl.dot(record.normal) > 0
Ray.new(record.point, refl)
else
nil
end
end
end
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