summaryrefslogtreecommitdiff
path: root/hitlist.h
diff options
context:
space:
mode:
authorKeuin <[email protected]>2022-04-14 19:49:14 +0800
committerKeuin <[email protected]>2022-04-14 20:02:22 +0800
commited66f6748c8121aacf6c3cd48b9ac001c85c0978 (patch)
treeadc72ccb8599b5742b141645faf6e03452efb261 /hitlist.h
parent25305140df28c19f622209bb514d290ad6e6486b (diff)
Implement Lambertian Reflection and Hemispherical Reflection.
Diffstat (limited to 'hitlist.h')
-rw-r--r--hitlist.h15
1 files changed, 14 insertions, 1 deletions
diff --git a/hitlist.h b/hitlist.h
index 10be932..d498b26 100644
--- a/hitlist.h
+++ b/hitlist.h
@@ -22,6 +22,11 @@
//#define T_NORM_VISUAL
#define T_DIFFUSE
+// Select which diffuse method to use
+//#define DIFFUSE_SIMPLE // Diffuse with a random vector whose length is in [0, 1]
+#define DIFFUSE_LR // Diffuse with (possibly wrong) Lambertian Reflection, i.e. using a random unit vector
+//#define DIFFUSE_HEMI // Diffuse with hemispherical scattering, i.e. using a normalized random vector within the hemisphere
+
// A world, T is color depth
template<typename T>
class hitlist {
@@ -76,7 +81,15 @@ public:
const auto hit_point = r.at(hit_t); // hit point, on the surface
auto nv = hit_obj->normal_vector(hit_point);
if (dot(nv, r.direction()) > 0) return pixel<T>::black(); // discard rays from inner (or invert nv)
- vec3d diffuse_target = hit_point + nv + ruvg();
+#ifdef DIFFUSE_SIMPLE
+ vec3d diffuse_target = hit_point + nv + ruvg.range01();
+#endif
+#ifdef DIFFUSE_LR
+ vec3d diffuse_target = hit_point + nv + ruvg.normalized();
+#endif
+#ifdef DIFFUSE_HEMI
+ vec3d diffuse_target = hit_point + ruvg.hemisphere(nv);
+#endif
decay *= 0.5; // lose 50% light when diffused
r = ray3d{hit_point, diffuse_target - hit_point}; // the new diffused ray we trace on
continue;