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Maybe fixed build errors v2
#build-arm
1 parent f63e632 commit 2fd0929

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  • Spatialization/include/JPLSpatial/PathTracing

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Spatialization/include/JPLSpatial/PathTracing/Math.h

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -126,7 +126,7 @@ namespace JPL::Math
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// Cosine-weighted scattered direction in the same hemisphere (Lambert)
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template<class Vec3, class RandomFloatFunc>
129-
static Vec3 SampleHemisphereCosine(const Vec3& normal, RandomFloatFunc getRandomFloat = RandFloat<Internal::FloatOf<Vec3>>)
129+
static Vec3 SampleHemisphereCosine(const Vec3& normal, RandomFloatFunc getRandomFloat = Internal::RandFloat<Internal::FloatOf<Vec3>>)
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{
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using FloatType = Internal::FloatOf<Vec3>;
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@@ -156,7 +156,7 @@ namespace JPL::Math
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// Produces a continuous distribution between specular and diffused vectors.
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// @param diffusion must be in range [0, 1]
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template<class Vec3, class RandomFloatFunc>
159-
static Vec3 VectorBasedScatter2(const Vec3& specular, const Vec3& normal, float diffusion, RandomFloatFunc getRandomFloat = RandFloat<Internal::FloatOf<Vec3>>)
159+
static Vec3 VectorBasedScatter2(const Vec3& specular, const Vec3& normal, float diffusion, RandomFloatFunc getRandomFloat = Internal::RandFloat<Internal::FloatOf<Vec3>>)
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{
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using FloatType = Internal::FloatOf<Vec3>;
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const Vec3 randomDirection = SampleHemisphereCosine(normal, getRandomFloat);
@@ -167,7 +167,7 @@ namespace JPL::Math
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// Produces a continuous distribution between specular and diffused vectors.
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// @param diffusion must be in range [0, 1]
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template<class Vec3, class RandomFloatFunc>
170-
static Vec3 VectorBasedScatter(const Vec3& incident, const Vec3& normal, float diffusion, RandomFloatFunc getRandomFloat = RandFloat<Internal::FloatOf<Vec3>>)
170+
static Vec3 VectorBasedScatter(const Vec3& incident, const Vec3& normal, float diffusion, RandomFloatFunc getRandomFloat = Internal::RandFloat<Internal::FloatOf<Vec3>>)
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{
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const Vec3 specular = SpecularReflection(incident, normal);
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return VectorBasedScatter2(specular, normal, diffusion, getRandomFloat);
@@ -195,7 +195,7 @@ namespace JPL::Math
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static VBSSample<Vec3> VectorBasedScatterAndPDF2(const Vec3& specular,
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const Vec3& normal,
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float diffusion,
198-
RandomFloatFunc getRandomFloat = RandFloat<Internal::FloatOf<Vec3>>)
198+
RandomFloatFunc getRandomFloat = Internal::RandFloat<Internal::FloatOf<Vec3>>)
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{
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using FloatType = Internal::FloatOf<Vec3>;
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@@ -234,7 +234,7 @@ namespace JPL::Math
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static VBSSample<Vec3> VectorBasedScatterAndPDF(const Vec3& incident,
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const Vec3& normal,
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float diffusion,
237-
RandomFloatFunc getRandomFloat = RandFloat<Internal::FloatOf<Vec3>>)
237+
RandomFloatFunc getRandomFloat = Internal::RandFloat<Internal::FloatOf<Vec3>>)
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{
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const Vec3 specular = SpecularReflection(incident, normal);
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return VectorBasedScatterAndPDF2(specular, normal, diffusion, getRandomFloat);

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