Per-thread RNGs and RNG bugfix

This commit is contained in:
David 2021-08-30 18:34:14 +02:00
commit 52806e4457
6 changed files with 70 additions and 39 deletions

View file

@ -4,7 +4,7 @@
#include "rtweekend.hpp"
struct material {
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const = 0;
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id = 0) const = 0;
};
struct lambertian : material {
@ -15,9 +15,9 @@ struct lambertian : material {
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wunused-parameter"
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id = 0) const override
{
vec3 scatter_direction = rec.normal + random_unit_vector();
vec3 scatter_direction = rec.normal + random_unit_vector(thread_id);
/* NOTE: it is possible that the random vector we generate is exactly opposite to the normal vector,
in which case it will sum to a near-zero scatter vector and generate degenerate results.
@ -45,10 +45,10 @@ struct metal : material {
fuzz = f;
};
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id) const override
{
vec3 reflected = reflect(normalize(r_in.direction), rec.normal);
scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere());
scattered = ray(rec.p, reflected + fuzz*random_in_unit_sphere(thread_id));
attenuation = albedo;
return (dot(scattered.direction, rec.normal) > 0);
}
@ -74,7 +74,7 @@ struct dielectric : material
/* Virtual methods */
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered) const override
virtual bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered, int32_t thread_id) const override
{
attenuation = color(1,1,1);
float refraction_ratio = rec.front_face ? (1.0/ri) : ri;
@ -87,7 +87,7 @@ struct dielectric : material
bool cannot_refract = refraction_ratio * sin_theta > 1.0;
vec3 direction;
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_float())
if (cannot_refract || reflectance(cos_theta, refraction_ratio) > random_float(thread_id))
direction = reflect(unit_direction, rec.normal);
else
direction = refract(unit_direction, rec.normal, refraction_ratio);