add alternate diffuse method

This commit is contained in:
Fabien Freling 2021-05-11 19:11:14 +02:00
parent 58f710c967
commit 3296ea3e81
2 changed files with 15 additions and 1 deletions

View file

@ -41,7 +41,7 @@ fn rayColor(ray: Ray, world: World, rng: *Random, depth: i32) Color {
}
if (world.hit(ray, 0.001, 99999)) |hit| {
const target = hit.p.add(hit.normal).add(vec3.random_in_unit_sphere(rng));
const target = hit.p.add(vec3.random_in_hemisphere(rng, hit.normal));
const newRay = Ray{ .origin = hit.p, .direction = target.sub(hit.p)};
return rayColor(newRay, world, rng, depth - 1).div(2);
}

View file

@ -87,6 +87,20 @@ pub fn random_in_unit_sphere(rng: *Random) Vec3 {
}
}
pub fn random_unit_vector(rng: *Random) Vec3 {
return unitVector(random_in_unit_sphere(rng));
}
pub fn random_in_hemisphere(rng: *Random, normal: Vec3) Vec3 {
const in_unit_sphere = random_in_unit_sphere(rng);
if (in_unit_sphere.dot(normal) > 0) {
// In the same hemisphere as the normal
return in_unit_sphere;
} else {
return in_unit_sphere.mul(-1);
}
}
pub const Point3 = Vec3;
const assert = @import("std").debug.assert;