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https://github.com/Manoj-HV30/multithreaded-raytracer.git
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Add multithreaded ray tracer implementation
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "hittable.h"
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#include "vec3.h"
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class material {
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public:
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virtual ~material() = default;
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virtual bool scatter(
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const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered
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) const {
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return false;
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}
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};
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class lambertian : public material {
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public:
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lambertian(const color& albedo) : albedo(albedo) {}
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bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
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const override {
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auto scatter_direction = rec.normal + random_unit_vector();
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// Catch degenerate scatter direction
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if (scatter_direction.near_zero())
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scatter_direction = rec.normal;
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scattered = ray(rec.p, scatter_direction);
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attenuation = albedo;
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return true;
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}
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private:
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color albedo;
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};
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class metal : public material {
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public:
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metal(const color& albedo, double fuzz) : albedo(albedo), fuzz(fuzz<1? fuzz : 1) {}
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bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
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const override {
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vec3 reflected = reflect(r_in.direction(), rec.normal);
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reflected = unit_vector(reflected) + (fuzz*random_unit_vector());
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scattered = ray(rec.p, reflected);
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attenuation = albedo;
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return (dot(scattered.direction(), rec.normal)>0);
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}
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private:
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color albedo;
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double fuzz;
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};
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class dielectric : public material {
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public:
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dielectric(double refraction_index) : refraction_index(refraction_index) {}
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bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
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const override {
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attenuation = color(1.0, 1.0, 1.0);
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double ri = rec.front_face ? (1.0/refraction_index) : refraction_index;
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vec3 unit_direction = unit_vector(r_in.direction());
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double cos_theta = std::fmin(dot(-unit_direction, rec.normal), 1.0);
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double sin_theta = std::sqrt(1.0 - cos_theta*cos_theta);
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bool cannot_refract = ri * sin_theta > 1.0;
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vec3 direction;
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if (cannot_refract || reflectance(cos_theta, ri)> random_double())
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direction = reflect(unit_direction, rec.normal);
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else
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direction = refract(unit_direction, rec.normal, ri);
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scattered = ray(rec.p, direction);
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return true;
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}
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private:
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// Refractive index in vacuum or air, or the ratio of the material's refractive index over
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// the refractive index of the enclosing media
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double refraction_index;
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static double reflectance(double cosine, double refraction_index) {
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// Use Schlick's approximation for reflectance.
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auto r0 = (1 - refraction_index) / (1 + refraction_index);
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r0 = r0*r0;
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return r0 + (1-r0)*std::pow((1 - cosine),5);
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}
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};
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#endif
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