0481d931b9
Surface closures and light sampling now take both shading and geometric normals.
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This will allow them to appropriately handle weirdness that comes
from the shading normal and geometric normal being different.
2017-07-30 19:17:32 -07:00
c0a26819c6
Bunch of code quality improvements based on running clippy.
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None of them change behavior, just make the code cleaner.
2017-07-22 17:21:11 -07:00
f649bec585
Reformat code with rustfmt 0.9
2017-06-15 22:00:31 -07:00
922e33ec3f
Reformat code with latest rustfmt and custom config.
2017-05-14 13:43:51 -07:00
0296fd2d34
Fixed a bunch of problems that came up when running debug build.
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The worst offender was an obvious and nasty bug in the bitstack
implementation. Hooray for debug asserts!
2017-04-14 21:37:29 -07:00
114f11c583
Fixed bug in GTRClosure that was resulting in all NaN outputs.
2017-03-12 00:33:36 -08:00
0b05d364e4
Added GTR surface closure.
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Not tested yet, just a straightforward conversion from the C++
Psychopath codebase. So there are probably bugs in it from the
conversion. But it compiles!
2017-03-07 08:31:57 -08:00
c71b00ca31
LightTree now works with lights in hierarchical instancing.
2016-08-21 00:19:43 -07:00
97b5ef77f8
Code cosmetics: organize and alphabetize crate/mod/use statements.
2016-08-20 18:10:55 -07:00
3e7b142cd8
Implemented light tree sampling, for better sampling of many lights.
2016-07-31 11:14:33 -07:00
7ef5846c89
Got rid of indexing into Float4 and 3d vector elements.
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This assures correct semantics for SIMD usage.
2016-07-30 19:36:54 -07:00
0880a0f19d
Make renderer actually use the material system properly.
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The intersection code still isn't using any kind of shading,
and materials aren't parsed by the parser, but the renderer
class itself is using them.
2016-07-07 19:51:19 -07:00
543f2719e4
Fixed bugs in global illumination.
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It was a stupid thing in the Lambert closure. It was returning
the wrong direction vector.
2016-07-04 11:54:46 -07:00
e56ac418da
Beginnings of global illumination.
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There are still some obvious bugs in it that I haven't tracked down,
so the renders aren't correct yet.
2016-07-03 01:18:50 -07:00