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Commit a859afb3 authored by TheNumbat's avatar TheNumbat
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change normal color default to not have lighting

parent d9439828
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......@@ -50,18 +50,20 @@ Spectrum Pathtracer::trace_ray(const Ray &ray) {
Mat4 world_to_object = object_to_world.T();
Vec3 out_dir = world_to_object.rotate(ray.point - hit.position).unit();
// Debugging: if the normal colors flag is set, return the normal color
if(debug_data.normal_colors)
return Spectrum::direction(hit.normal);
// Now we can compute the rendering equation at this point.
// We split it into two stages: sampling lighting (i.e. directly connecting
// the current path to each light in the scene), then sampling the BSDF
// to create a new path segment.
// TODO (PathTracer): Task 5
// Instead of initializing this value to a constant color, use the direct,
// indirect lighting components calculated in the code below. The starter
// code sets radiance_out to (0.5,0.5,0.5) so that you can test your geometry
// queries before you implement path tracing.
Spectrum radiance_out =
debug_data.normal_colors ? Spectrum::direction(hit.normal) : Spectrum(0.5f);
// The starter code sets radiance_out to (0.5,0.5,0.5) so that you can test your geometry
// queries before you implement path tracing. You should change this to (0,0,0) and accumulate
// the direct and indirect lighting computed below.
Spectrum radiance_out = Spectrum(0.5f);
{
auto sample_light = [&](const auto &light) {
// If the light is discrete (e.g. a point light), then we only need
......
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