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material.nelua
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global MATERIALS = @enum {
LAMBERTIAN = 0,
METAL = 1,
DIELECTRIC = 2
}
global Material = @record{
kind: MATERIALS,
albedo: Texture,
emitting: Texture,
fuzz: number
}
global Hit = @record{
p: vec3,
normal: vec3,
uv: vec2,
mat: *Material,
t: number
}
local function reflect(v: vec3, n: vec3): vec3
return v - n * (2*vec3.dot(v,n))
end
local function refract(v: vec3, n: vec3, ni: number): (boolean, vec3)
local dt = vec3.dot(v, n)
local discriminant = 1 - ni*ni*(1-dt*dt)
if discriminant > 0 then
local refracted =
ni * (v - n * dt) -
n * math.sqrt(discriminant)
return true, refracted
else
return false, vec3{}
end
end
local function schlick(cosine: number, refidx: number): number
local r0 = (1-refidx) / (1+refidx)
r0 = r0*r0
return r0 + (1-r0)*((1-cosine)^5)
end
function Material:lambertian_scatter(r: Ray, rec: Hit): (boolean, vec3, Ray)
local scattered = Ray{rec.p}
## if CARTOONIZED then
scattered.direction = vec3{0,1,0}
## else
scattered.direction = vec3.random_in_hemisphere(rec.normal)
## end
return true, self.albedo:color(rec.uv, rec.p), scattered
end
function Material:metal_scatter(r: Ray, rec: Hit): (boolean, vec3, Ray)
local reflected = reflect(r.direction, rec.normal)
## if not CARTOONIZED then
if self.fuzz > 0 then
reflected = reflected + vec3.random_in_hemisphere(rec.normal) * self.fuzz
end
## end
local scattered = Ray{rec.p, reflected}
local forward = vec3.dot(scattered.direction, rec.normal) > 0
return forward, self.albedo:color(rec.uv, rec.p), scattered
end
function Material:dielectric_scatter(r: Ray, rec: Hit): (boolean, vec3, Ray)
local outward_normal: vec3
local ni: number, reflectprob: number
local cosine = vec3.dot(r.direction, rec.normal)
if vec3.dot(r.direction, rec.normal) > 0 then
cosine = math.sqrt(1 - self.fuzz*self.fuzz*(1-cosine*cosine))
outward_normal = -rec.normal
ni = self.fuzz
else
cosine = -cosine
outward_normal = rec.normal
ni = 1 / self.fuzz
end
local forward, refracted = refract(r.direction, outward_normal, ni)
local scattered = Ray{rec.p}
## if not CARTOONIZED then
if forward then
reflectprob = schlick(cosine, self.fuzz)
else
reflectprob = 1
end
if math.fastrand() < reflectprob then
scattered.direction = reflect(r.direction, rec.normal)
else
scattered.direction = refracted
end
## else
scattered.direction = refracted
## end
return true, vec3{1,1,1}, scattered
end
function Material:scatter(r: Ray, rec: Hit): (boolean, vec3, Ray)
switch self.kind
case MATERIALS.LAMBERTIAN then
return self:lambertian_scatter(r, rec)
case MATERIALS.METAL then
return self:metal_scatter(r, rec)
case MATERIALS.DIELECTRIC then
return self:dielectric_scatter(r, rec)
end
return false, vec3{}, Ray{}
end
function Material:emitted(uv: vec2, p: vec3): vec3
return Texture.color(self.emitting, uv, p)
end