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DiffuseMaterial.cpp 1.66 KiB
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#define _USE_MATH_DEFINES
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#include "DiffuseMaterial.h"
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#include <math.h>

#include "../tools/Random.h"
#include "texture/Constant.h"
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namespace material {
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DiffuseMaterial::DiffuseMaterial(
    const std::shared_ptr<util::Sampler>& albedo_texture,
    const std::shared_ptr<util::Sampler>& emission_texture)
    : albedo_texture(albedo_texture), emission_texture(emission_texture) {
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DiffuseMaterial::DiffuseMaterial(
    const std::shared_ptr<util::Sampler>& albedo_texture)
    : albedo_texture(albedo_texture),
      emission_texture(
          std::make_shared<Constant>(Constant(util::Vec3(0, 0, 0)))) {
}
DiffuseMaterial::DiffuseMaterial(const util::Vec3& color)
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    : albedo_texture(std::make_shared<Constant>(Constant(color))),
      emission_texture(
          std::make_shared<Constant>(Constant(util::Vec3(0, 0, 0)))) {
util::Vec3 DiffuseMaterial::albedo(float texel_x, float texel_y) const {
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	return albedo_texture->color(texel_x, texel_y);
util::Vec3 DiffuseMaterial::emission(float texel_x, float texel_y) const {
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	return emission_texture->color(texel_x, texel_y);
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util::Vec3 DiffuseMaterial::scattered_d(const util::Vec3& d,
	util::Vec3 rand = util::rand_vec3_in_circle(1);
	util::Vec3 result = n + rand;
bool DiffuseMaterial::scatter(const util::Vec3& d, const util::Vec3& n) const {
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	return true;
float DiffuseMaterial::calculateLightMultiplier(const util::Vec3& d_in,
                                                const util::Vec3& d_out,
                                                const util::Vec3& n) const {
	return M_1_PI;
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}  // namespace material