diff options
-rw-r--r-- | material_diffusive.cpp | 6 | ||||
-rw-r--r-- | material_reflective.cpp | 8 |
2 files changed, 7 insertions, 7 deletions
diff --git a/material_diffusive.cpp b/material_diffusive.cpp index 58c9c45..4147ea4 100644 --- a/material_diffusive.cpp +++ b/material_diffusive.cpp @@ -17,7 +17,7 @@ bool material_diffuse_lambertian::scatter(ray3d &r, const object &hit_obj, doubl r.decay(albedo); // lose some light when diffused r.source(hit_point); r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - TRACELOG(" reflected (diffusive, lambertian material)\n"); + TRACELOG(" reflect (diffusive, lambertian material)\n"); return true; } @@ -54,7 +54,7 @@ bool material_diffuse_simple::scatter(ray3d &r, const object &hit_obj, double hi r.decay(albedo); // lose some light when diffused r.source(hit_point); r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - TRACELOG(" reflected (diffusive, simple material)\n"); + TRACELOG(" reflect (diffusive, simple material)\n"); return true; } @@ -83,7 +83,7 @@ material_diffuse_hemispherical::scatter(ray3d &r, const object &hit_obj, double r.decay(albedo); // lose some light when diffused r.source(hit_point); r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on - TRACELOG(" reflected (diffusive, hemispherical material)\n"); + TRACELOG(" reflect (diffusive, hemispherical material)\n"); return true; } diff --git a/material_reflective.cpp b/material_reflective.cpp index 6cffcf3..b1a2432 100644 --- a/material_reflective.cpp +++ b/material_reflective.cpp @@ -19,10 +19,10 @@ bool material_reflective_<false>::scatter(ray3d &r, const object &hit_obj, doubl const auto alive = dot(reflected, nv) > 0; #ifdef LOG_TRACE if (!alive) { - TRACELOG(" absorbed (perfectly smooth material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n", + TRACELOG(" absorb (perfectly smooth material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n", reflected.x, reflected.y, reflected.z, nv.x, nv.y, nv.z); } else { - TRACELOG(" reflected (perfectly smooth material)\n"); + TRACELOG(" reflect (perfectly smooth material)\n"); } #endif return alive; @@ -40,10 +40,10 @@ bool material_reflective_<true>::scatter(ray3d &r, const object &hit_obj, double const auto alive = dot(reflected, nv) > 0; #ifdef LOG_TRACE if (!alive) { - TRACELOG(" absorbed (fuzzy reflective material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n", + TRACELOG(" absorb (fuzzy reflective material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n", reflected.x, reflected.y, reflected.z, nv.x, nv.y, nv.z); } else { - TRACELOG(" reflected (fuzzy reflective material)\n"); + TRACELOG(" reflect (fuzzy reflective material)\n"); } #endif return alive; |