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Add "fuzz" to metals
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1 changed files with 7 additions and 7 deletions
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@ -3,8 +3,8 @@ open Printf
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open Vec3
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open Ray
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type material = Lambertian of Vec3.vec3 (* matte surface *)
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| Metal of Vec3.vec3
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type material = Lambertian of Vec3.vec3 (* albedo *)
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| Metal of Vec3.vec3 * float (* albedo, fuzz *)
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| DummyNone (* TODO: use option type instead *)
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type sphere = { center: Vec3.vec3;
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@ -51,9 +51,9 @@ let hit_scatter rin hit_rec =
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scatter = true;}
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in scatter
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(* "shiny"- angle of reflectance = angle of incidence *)
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| Metal(albedo) ->
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| Metal(albedo, fuzz) ->
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let reflected = reflect (Vec3.unit_vector rin.dir) hit_rec.normal in
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let scattered_ray = Ray.create hit_rec.p reflected in
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let scattered_ray = Ray.create hit_rec.p (Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ()))) in
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let scattered = { ray = scattered_ray;
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color = albedo;
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scatter = (Vec3.dot scattered_ray.dir hit_rec.normal) > 0.0;} in
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@ -136,15 +136,15 @@ let write_to_file filename =
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mat = Lambertian (Vec3.of_floats (0.8, 0.8, 0.0))} in
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let sphere3 = Sphere {center = Vec3.of_floats (-1.0, 0., -1.);
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radius = 0.5;
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mat = Metal (Vec3.of_floats (0.8, 0.6, 0.2))} in
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mat = Metal ((Vec3.of_floats (0.8, 0.6, 0.2)), 0.4)} in
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let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0., -1.);
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radius = 0.5;
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mat = Metal (Vec3.of_floats (0.8, 0.8, 0.8))} in
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mat = Metal ((Vec3.of_floats (0.8, 0.8, 0.8)), 0.1)} in
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let world = World [sphere3; sphere2; sphere1; sphere4] in
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let nx = 400 in
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let ny = 200 in
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let ns = 60 in
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let ns = 150 in (* samples per pixel *)
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let oc = Out_channel.create filename in
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fprintf oc "P3\n";
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fprintf oc "%d\n" nx;
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