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#include "Material.h"
#include "Ray.h"
#include "Texture.h"
#include <math.h>
bool LamberMaterial::Scatter(const Ray & input_ray, const HitPoint & hit_point, Ray & out_ray) { Vector3 random_vector = UnitRandomVector3InSphere(); Vector3 new_direction = hit_point.mNormal + random_vector; out_ray.Set(hit_point.mPosition, new_direction, input_ray.mLightAttenuation*mDiffuseTexture->Sample(hit_point.mU, hit_point.mV)); return true; } bool MetalMaterial::Scatter(const Ray & input_ray, const HitPoint & hit_point, Ray & out_ray) { Vector3 new_direction = Reflect(input_ray.mDirection, hit_point.mNormal); out_ray.Set(hit_point.mPosition, new_direction, input_ray.mLightAttenuation*mDiffuseTexture->Sample(hit_point.mU, hit_point.mV)); return true; }
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