Added glass material
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+17
-2
@@ -35,6 +35,20 @@ scatter (Ray o d) (Hit t p n (Lambertian c)) = do
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scatter (Ray o d) (Hit t p n (Metal c)) = do
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let reflected = reflect (unitVector d) n
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return $ Ray p reflected
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scatter (Ray o d) (Hit t p n (Glass c)) = do
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let refraction_ratio = if isFrontFace (Ray o d) n then 1.0 / 1.5 else 1.0
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let ud = unitVector d
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let ct = min (ud `dotP` (unitVector n)) 1.0
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let st = sqrt (1.0 - ct * ct)
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rVal <- rand
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if refraction_ratio * st > 1.0 || reflectance ct refraction_ratio < rVal
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then do
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let reflected = reflect ud n
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return $ Ray p reflected
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else do
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let refracted = refract ud n refraction_ratio
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return $ Ray p refracted
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getRayColor :: (Shape s, RandomGen g) => [s] -> Int -> Ray Double -> Rand g (V3 Double)
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getRayColor ws d r = do
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@@ -105,8 +119,9 @@ main = do
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let w = 400
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let h = 400
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let world =
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[ Circle (V3 0.0 0.0 (-1.0)) 0.25 (Metal (V3 0.8 0.8 0.8)),
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Circle (V3 0.0 (-10.25) (-1.0)) 10 (Lambertian (V3 0.7 0.3 0.3))
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[ Circle (V3 (0.0) 0.0 (-1.0)) 0.25 (Glass (V3 1.0 1.0 1.0)),
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Circle (V3 (-0.5) 0.0 (-1.0)) 0.25 (Lambertian (V3 0.7 0.1 0.1)),
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Circle (V3 0.0 (-10.25) (-1.0)) 10 (Lambertian (V3 0.7 0.6 0.5))
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]
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let coords = reverse $ range ((-1 * (w `div` 2), -1 * (h `div` 2)), ((w `div` 2) - 1, (h `div` 2) - 1)) -- "canvas"
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colors <- mapM (\x -> rayTrace x (w, h) (1.0, 1.0) world) coords
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