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#include "../tools/Vec3.h"
#include "texture/Constant.h"
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)
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)
: 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)
{
return albedo_texture->color(texel_x, texel_y);
}
util::Vec3 DiffuseMaterial::emission(float texel_x, float texel_y)
{
return emission_texture->color(texel_x, texel_y);
}
util::Vec3 DiffuseMaterial::scattered_d(const util::Vec3& d, const util::Vec3& n)
{
return n + rand_vec3_in_circle(1);
}
bool DiffuseMaterial::scatter()
{
return true;
}