More timing functions

This commit is contained in:
David 2021-08-28 01:04:31 +02:00
commit 321c677da2
12 changed files with 184 additions and 129 deletions

View file

@ -37,9 +37,9 @@ struct lambertian : material {
struct metal : material {
/* Attributes */
color albedo;
double fuzz;
float fuzz;
// Constructor
metal(const color& c, double f)
metal(const color& c, float f)
{
albedo = c;
fuzz = f;
@ -57,17 +57,17 @@ struct metal : material {
struct dielectric : material
{
/* Attributes */
double ri; // refraction index
float ri; // refraction index
// Constructor
dielectric(double refraction_index) { ri = refraction_index; }
dielectric(float refraction_index) { ri = refraction_index; }
/* Methods */
// Schlick's approximation of reflectance
static double reflectance(double cosine, double ref_idx)
static float reflectance(float cosine, float ref_idx)
{
double r0 = (1-ref_idx) / (1+ref_idx);
float r0 = (1-ref_idx) / (1+ref_idx);
r0 = r0*r0;
return r0 + (1-r0)*pow((1 - cosine), 5);
}
@ -77,17 +77,17 @@ struct dielectric : material
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
{
attenuation = color(1,1,1);
double refraction_ratio = rec.front_face ? (1.0/ri) : ri;
float refraction_ratio = rec.front_face ? (1.0/ri) : ri;
vec3 unit_direction = normalize(r_in.direction);
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1);
double sin_theta = sqrt(1.0 - cos_theta*cos_theta);
float cos_theta = fmin(dot(-unit_direction, rec.normal), 1);
float sin_theta = sqrt(1.0 - cos_theta*cos_theta);
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_double())
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_float())
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, refraction_ratio);