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-rw-r--r--material_diffusive.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/material_diffusive.cpp b/material_diffusive.cpp
index b3f0207..58c9c45 100644
--- a/material_diffusive.cpp
+++ b/material_diffusive.cpp
@@ -4,6 +4,7 @@
#include "vec.h"
#include "material_diffusive.h"
+#include "tracelog.h"
bool material_diffuse_lambertian::scatter(ray3d &r, const object &hit_obj, double hit_t, random_uv_gen_3d &ruvg) const {
@@ -16,6 +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");
return true;
}
@@ -52,6 +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");
return true;
}
@@ -80,6 +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");
return true;
}