fix: Corrected the distributions

I had been carrying the distributions around with the SmallRng object so
that I can provide whatever bounds needed. It turns out that the book
only takes advantage of this a couple of times.

The functions accepting a Uniform struct no longer do. They instead
construct their own temporary one -- hopefully the optimizer can see
through the loops and construct it just once. :l

The change exposed all the uses of the distributions (duh!) and now they
are correct. The effect is most pronounced on the dielectric spheres.
This commit is contained in:
2023-06-06 20:47:32 -05:00
parent 0c9949bbb8
commit 0b31f66bbf
5 changed files with 19 additions and 20 deletions

View File

@@ -65,7 +65,7 @@ fn main() {
for _ in 0..samples_per_pixel {
let u = ((x as f32) + small_rng.sample(distrib_zero_one)) / ((image.0 - 1) as f32);
let v = ((y as f32) + small_rng.sample(distrib_zero_one)) / ((image.1 - 1) as f32);
let ray = cam.get_ray(u, v, &mut small_rng, distrib_plusminus_one);
let ray = cam.get_ray(u, v, &mut small_rng);
color+= ray_color(ray, &world, max_depth, &mut small_rng, distrib_plusminus_one);
}
println!("{}", color.print_ppm(samples_per_pixel));
@@ -88,7 +88,7 @@ fn ray_color(r: Ray, world: &dyn Hittable, depth: u32, srng: &mut SmallRng, dist
let mut attenuation = Vec3::zero();
match rec.material {
Some(mat) => {
if mat.scatter(r, rec, &mut attenuation, &mut scattered, srng, distrib) {
if mat.scatter(r, rec, &mut attenuation, &mut scattered, srng) {
return attenuation * ray_color(scattered, world, depth-1, srng, distrib);
};
},
@@ -108,8 +108,6 @@ fn random_scene(srng: &mut SmallRng) -> HittableList {
world.add( Box::new( Sphere::new(0.0, -1000.0, 0.0, 1000.0, Some(mat_ground) )));
let distrib_zero_one = Uniform::new(0.0, 1.0);
let distrib_plusminus_one = Uniform::new(-1.0, 1.0);
for a in -11..11 {
for b in -11..11 {
let choose_mat = srng.sample(distrib_zero_one);