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Normalize constructor parameter names #1427

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Mar 12, 2024
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37 changes: 20 additions & 17 deletions books/RayTracingInOneWeekend.html
Original file line number Diff line number Diff line change
Expand Up @@ -1114,7 +1114,7 @@

class sphere : public hittable {
public:
sphere(const point3& _center, double _radius) : center(_center), radius(_radius) {}
sphere(const point3& center, double radius) : center(center), radius(radius) {}

bool hit(const ray& r, double ray_tmin, double ray_tmax, hit_record& rec) const override {
vec3 oc = center - r.origin();
Expand Down Expand Up @@ -1551,7 +1551,7 @@

interval() : min(+infinity), max(-infinity) {} // Default interval is empty

interval(double _min, double _max) : min(_min), max(_max) {}
interval(double min, double max) : min(min), max(max) {}

double size() const {
return max - min;
Expand Down Expand Up @@ -2794,8 +2794,8 @@
class sphere : public hittable {
public:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
sphere(const point3& _center, double _radius, shared_ptr<material> _material)
: center(_center), radius(_radius), mat(_material) {}
sphere(const point3& center, double radius, shared_ptr<material> mat)
: center(center), radius(radius), mat(mat) {}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++

bool hit(const ray& r, interval ray_t, hit_record& rec) const override {
Expand Down Expand Up @@ -2844,7 +2844,7 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ Highlight
class lambertian : public material {
public:
lambertian(const color& a) : albedo(a) {}
lambertian(const color& albedo) : albedo(albedo) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
Expand Down Expand Up @@ -2896,7 +2896,7 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
class lambertian : public material {
public:
lambertian(const color& a) : albedo(a) {}
lambertian(const color& albedo) : albedo(albedo) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
Expand Down Expand Up @@ -2964,7 +2964,7 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ Highlight
class metal : public material {
public:
metal(const color& a) : albedo(a) {}
metal(const color& albedo) : albedo(albedo) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
Expand Down Expand Up @@ -3099,7 +3099,7 @@
class metal : public material {
public:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
metal(const color& a, double f) : albedo(a), fuzz(f < 1 ? f : 1) {}
metal(const color& albedo, double fuzz) : albedo(albedo), fuzz(fuzz < 1 ? fuzz : 1) {}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
Expand Down Expand Up @@ -3252,12 +3252,12 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ Highlight
class dielectric : public material {
public:
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
dielectric(double ref_index) : ref_index(ref_index) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
double refraction_ratio = rec.front_face ? (1.0/ref_index) : ref_index;

vec3 unit_direction = unit_vector(r_in.direction());
vec3 refracted = refract(unit_direction, rec.normal, refraction_ratio);
Expand All @@ -3267,7 +3267,8 @@
}

private:
double ir; // Index of Refraction
double ref_index; // Refractive index in vacuum or air, or the ratio of the material's
// refractive index over the refractive index of the enclosing media
};
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [dielectric-always-refract]: <kbd>[material.h]</kbd>
Expand Down Expand Up @@ -3365,12 +3366,12 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
class dielectric : public material {
public:
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
dielectric(double ref_index) : ref_index(ref_index) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
double refraction_ratio = rec.front_face ? (1.0/ref_index) : ref_index;

vec3 unit_direction = unit_vector(r_in.direction());
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
Expand All @@ -3391,7 +3392,8 @@
}

private:
double ir; // Index of Refraction
double ref_index; // Refractive index in vacuum or air, or the ratio of the material's
// refractive index over the refractive index of the enclosing media
};
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [dielectric-with-refraction]: <kbd>[material.h]</kbd>
Expand Down Expand Up @@ -3433,12 +3435,12 @@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
class dielectric : public material {
public:
dielectric(double index_of_refraction) : ir(index_of_refraction) {}
dielectric(double ref_index) : ref_index(ref_index) {}

bool scatter(const ray& r_in, const hit_record& rec, color& attenuation, ray& scattered)
const override {
attenuation = color(1.0, 1.0, 1.0);
double refraction_ratio = rec.front_face ? (1.0/ir) : ir;
double refraction_ratio = rec.front_face ? (1.0/ref_index) : ref_index;

vec3 unit_direction = unit_vector(r_in.direction());
double cos_theta = fmin(dot(-unit_direction, rec.normal), 1.0);
Expand All @@ -3459,7 +3461,8 @@
}

private:
double ir; // Index of Refraction
double ref_index; // Refractive index in vacuum or air, or the ratio of the material's
// refractive index over the refractive index of the enclosing media


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
Expand Down
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