2022-06-29 16:17:28 +02:00
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use super::{utility, Color, HitRecord, Ray, Vec3};
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2022-06-08 18:28:45 +02:00
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pub struct Lambertian {
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albedo: Color,
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}
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pub struct Metal {
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albedo: Color,
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2022-06-21 18:10:52 +02:00
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fuzz: f64,
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2022-06-08 18:28:45 +02:00
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}
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2022-06-08 19:53:37 +02:00
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pub struct Mirror {
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albedo: Color,
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}
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2022-06-21 18:10:52 +02:00
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pub struct Dielectric {
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ir: f64,
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}
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2022-08-02 18:30:39 +02:00
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pub struct Rainbow {}
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2022-08-02 17:07:49 +02:00
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2022-06-08 18:28:45 +02:00
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pub trait Material: Sync + Send {
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2022-06-29 16:17:28 +02:00
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fn scatter(
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&self,
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r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool;
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2022-06-08 18:28:45 +02:00
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}
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impl Lambertian {
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pub fn new(a: &Color) -> Self {
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2022-06-29 16:17:28 +02:00
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Lambertian { albedo: a.clone() }
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2022-06-08 18:28:45 +02:00
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}
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}
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impl Material for Lambertian {
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2022-06-29 16:17:28 +02:00
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fn scatter(
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&self,
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_r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool {
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2022-06-08 18:28:45 +02:00
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let mut scatter_direction = rec.normal + Vec3::random_unit_vector();
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2022-06-29 16:17:28 +02:00
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2022-06-08 18:28:45 +02:00
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if scatter_direction.near_zero() {
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scatter_direction = rec.normal;
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}
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2022-06-29 16:17:28 +02:00
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2022-06-08 18:28:45 +02:00
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*scattered = Ray::new(rec.p, scatter_direction);
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*attenuation = self.albedo.clone();
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return true;
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}
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}
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impl Metal {
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2022-06-21 18:10:52 +02:00
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pub fn new(a: &Color, f: f64) -> Self {
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2022-06-08 18:28:45 +02:00
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Metal {
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albedo: *a,
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2022-06-21 18:10:52 +02:00
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fuzz: f,
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2022-06-08 18:28:45 +02:00
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}
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}
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}
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impl Material for Metal {
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2022-06-29 16:17:28 +02:00
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fn scatter(
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&self,
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r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool {
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2022-06-08 18:28:45 +02:00
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let reflected = Vec3::reflect(&Vec3::unit_vector(r_in.direction()), &rec.normal);
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2022-06-29 16:17:28 +02:00
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*scattered = Ray::new(rec.p, reflected + self.fuzz * Vec3::random_in_unit_sphere());
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2022-06-08 18:28:45 +02:00
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*attenuation = self.albedo.clone();
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return Vec3::dot(scattered.direction(), rec.normal) > 0.0;
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}
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2022-06-08 19:53:37 +02:00
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}
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impl Mirror {
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pub fn new(a: &Color) -> Self {
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2022-06-29 16:17:28 +02:00
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Mirror { albedo: *a }
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2022-06-08 19:53:37 +02:00
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}
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}
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impl Material for Mirror {
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2022-06-29 16:17:28 +02:00
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fn scatter(
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&self,
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r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool {
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if utility::random_f64() > 0.8 {
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// Reflektiert
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2022-06-08 19:53:37 +02:00
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let reflected = Vec3::reflect(&Vec3::unit_vector(r_in.direction()), &rec.normal);
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*scattered = Ray::new(rec.p, reflected);
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*attenuation = self.albedo.clone();
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return Vec3::dot(scattered.direction(), rec.normal) > 0.0;
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2022-06-29 16:17:28 +02:00
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} else {
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// Geht geradeaus durch
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2022-06-08 19:53:37 +02:00
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let reflected = r_in.direction().clone();
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*scattered = Ray::new(rec.p, reflected);
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*attenuation = self.albedo.clone();
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return true;
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};
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}
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2022-06-21 18:10:52 +02:00
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}
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impl Dielectric {
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pub fn new(index_of_refraction: f64) -> Self {
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Dielectric {
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ir: index_of_refraction,
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}
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}
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fn reflectance(cosine: f64, ref_idx: f64) -> f64 {
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2022-06-29 16:17:28 +02:00
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let r0 = ((1.0 - ref_idx) / (1.0 + ref_idx)).powi(2);
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return r0 + (1.0 - r0) * (1.0 - cosine).powi(5);
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2022-06-21 18:10:52 +02:00
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}
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}
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impl Material for Dielectric {
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2022-06-29 16:17:28 +02:00
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fn scatter(
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&self,
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r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool {
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2022-06-21 18:10:52 +02:00
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*attenuation = Color::new(1.0, 1.0, 1.0);
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2022-06-29 16:17:28 +02:00
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let refraction_ratio = if rec.front_face {
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1.0 / self.ir
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} else {
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self.ir
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};
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2022-06-21 18:10:52 +02:00
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let unit_direction = Vec3::unit_vector(r_in.direction());
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let cos_theta = Vec3::dot(-1.0 * unit_direction, rec.normal).min(1.0);
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let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
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2022-06-21 18:10:52 +02:00
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let mut direction = Vec3::refract(&unit_direction, &rec.normal, refraction_ratio); // can reflect
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2022-06-29 16:17:28 +02:00
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if refraction_ratio * sin_theta > 1.0
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|| Dielectric::reflectance(cos_theta, refraction_ratio) > utility::random_f64()
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{
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// must reflect
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2022-06-21 18:10:52 +02:00
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direction = Vec3::reflect(&unit_direction, &rec.normal);
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}
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*scattered = Ray::new(rec.p, direction);
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return true;
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}
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2022-06-29 16:17:28 +02:00
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}
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2022-08-02 17:07:49 +02:00
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impl Rainbow {
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pub fn new() -> Self {
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Rainbow {}
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}
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}
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impl Material for Rainbow {
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fn scatter(
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&self,
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r_in: &Ray,
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rec: &HitRecord,
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attenuation: &mut Color,
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scattered: &mut Ray,
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) -> bool {
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let mut scatter_direction = rec.normal + Vec3::random_unit_vector();
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if scatter_direction.near_zero() {
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scatter_direction = rec.normal;
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}
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*scattered = Ray::new(rec.p, scatter_direction);
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2022-08-02 18:30:39 +02:00
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let color = 0.5
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* Color::new(
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rec.normal.x() + 1.0,
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rec.normal.y() + 1.0,
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rec.normal.z() + 1.0,
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);
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2022-08-02 17:07:49 +02:00
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*attenuation = color;
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return true;
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}
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2022-08-02 18:30:39 +02:00
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}
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