Closed tigrazone closed 8 months ago
Since both is_specular()
and is_diffuse()
have use cases in shaders, there exists a range of materials in between those two. So we just call them Glossy
instead of something like NotSpecularNorDiffuse
. Plus, it might have some other use cases in the future as well.
// BSDF Props
#define BSDF_FLAG_DIFFUSE 1 << 0
#define BSDF_FLAG_SPECULAR 1 << 1
#define BSDF_FLAG_GLOSSY 1 << 2
#define BSDF_FLAG_REFLECTION 1 << 3
#define BSDF_FLAG_TRANSMISSION 1 << 4
i.e. BSDF_FLAG_GLOSSY not used in shaders
#define BSDF_FLAG_LAMBERTIAN 1 << 5
#define BSDF_FLAG_DISNEY 1 << 6
#define BSDF_FLAG_FROSTBITE 1 << 7
also not used and can be removed
is ok to define
or better
?
I've removed those flags. I think it's fine to have a separate glossy flag.
in previous bsdf implementation GLOSSY was used but in new implementation BSDF_FLAG_GLOSSY used only in src\RayTracer\LumenScene.cpp but nowhere in shaders.
is it issue? how to fix it?