Commit Graph

256 Commits

Author SHA1 Message Date
764bdbeb06 MicropolyBatch doesn't need to satisfy Surface trait.
Eventually the Surface trait will be changed to actually mean the
ability to be processed _into_ a MicropolyBatch.  So it's ultimately
nonsensical for MicropolyBatch to implement it.
2018-12-29 10:18:38 -08:00
112f94c127 Implemented a "Micropolygon Batch" type.
This is in prep for a shade-before-hit architecture.  The type is
currently unused and untested.
architecture.
2018-12-28 13:40:36 -08:00
8e109efed5 Fixed compiler warnings. 2018-12-28 11:09:17 -08:00
1cd5d28767 Added another color temperature based way of specifying color.
This uses a normalized version of blackbody radiation, so the
colors still vary but the brightness doesn't vary nearly as
wildly as with genuine blackbody radiation.
2018-12-28 01:27:08 -08:00
53754b956c Blackbody colors are now parsed, and PsychoBlend has support as well. 2018-12-28 00:23:02 -08:00
caa4ea3e44 Replaced SurfaceClosure trait with a SurfaceClosure enum.
Also moved surface closures to using Color internally for color
specification.
2018-12-27 22:57:44 -08:00
e5a12cd498 Fixed the Planck's Law implementation to use correct units.
Color temperature specified colors now work!
2018-12-27 20:03:56 -08:00
5add4cfdb1 Implementing Color as a simple enum rather than as a trait.
There's really no reason for it to be a Trait, and this will simplify
a lot of things down the road.
2018-12-27 16:09:03 -08:00
28a07de456 Improve module path usage and remove extern crate declarations where possible. 2018-12-16 13:02:49 -08:00
178c0bd6cb Third step transitioning to Rust 2018. 2018-12-16 12:17:21 -08:00
8deb1e87bb First step transitioning to Rust 2018. 2018-12-16 12:02:20 -08:00
e3a9cbef84 Silenced/fixed the last of the clippy warnings. 2018-12-16 11:48:01 -08:00
c73db2edbe Fix/silence a bunch of clippy warnings in the main crate. 2018-12-15 23:26:12 -08:00
589a67caa4 Run latest rustfmt on code. No functional changes. 2018-12-08 13:23:44 -08:00
498c1ea8d9 Running latest rustfmt. No functional change. 2018-10-30 22:31:25 -07:00
ab637e3bd5 Fixed bug in GTR and GGX BRDFs. 2018-08-09 14:43:32 -07:00
c002514ddf Run latest rustfmt. No functional changes. 2018-08-09 00:43:21 -07:00
caeb1d9c67 Added GGX glossy material, and simplified surface closure API. 2018-08-09 00:42:17 -07:00
5c20fa3ea4 Moved more work out of the triangle mesh intersection inner loop.
This makes the code a bit spaghetti-like, but it provides noticable
speed-ups in the all the scenes I tested.
2018-07-01 17:30:58 -07:00
3f55df7225 Some basic SIMD optimizations for XYZ->Spectrum conversion. 2018-07-01 15:50:34 -07:00
989914b878 Use Float4::splat() in AccelRay methods. 2018-06-29 17:28:39 -07:00
6d21a30840 Formatting with newer cargo fmt.
No meaningful code change, only formatting.
2018-06-24 21:18:10 -07:00
d92ae4b2d7 Updated to latest openexr-rs release. 2018-06-15 14:52:51 -07:00
b2576c20e7 Upgraded to Nom 2.x 2018-03-04 22:06:20 -08:00
c990672dfe Fix compiler warnings. 2018-03-04 13:06:22 -08:00
97d3304149 Run new rustfmt on codebase. 2018-03-04 13:00:55 -08:00
a797ff012d Fixed sampling of very small rectangle lights.
The sampling method used before is numerically unstable for very
small lights.  That sampling method is still used for large/close
lights, since it works very well for that.  But for small/distant
lights a simpler and numerically stable method is used.
2017-10-26 08:42:09 -07:00
3de276cbaa Make MIS routines handle infinite importance better.
Handle it like the limit case: as A approaches infinity, the
limit approaches 1.0.  Before this, we were getting NaN values.
This fixes that.
2017-10-25 07:11:24 -07:00
6ff226f4fa Whoops, nope. The last commit was a mistake.
It *seemed* to fix the problem I was running into, but it actually
made the SphereLight ray intersection code incorrect, and wa just
avoiding intersections that should have happened.

I should test better before committing. :-)
2017-10-25 07:09:16 -07:00
18024d43b9 Stupid bug in SphereLight ray intersection code.
The ray origin wasn't transformed into local space, resulting in
silly problems.
2017-10-25 06:59:35 -07:00
461b3c377e Improved light tree sampling and changed surface closure API.
Thanks to a discovery by Petra Gospodnetic during her GSOC
project, I was able to substantially improve light tree sampling
for lambert surfaces.  As part of this, the part of the surface
closure API relevant to light tree sampling has been adjusted to
be more flexible.

These improvements do not yet affect GTR surface light tree
sampling.
2017-08-23 19:09:26 -07:00
81c8da8113 Implemented ray intersection for RectangleLights.
This means that RectangleLights now work with MIS.  Yay!
2017-08-17 13:46:38 -07:00
072d366892 Changed SurfaceLight API to return the sample point on the light.
More specifically: prior to this, SurfaceLights returned the
shadow ray direction vector to use.  That was fine, but it
kept the responsibility of generating proper offsets (to account
for floating point error) inside the lights.

Now the SurfaceLights return the world-space point on the light
to sample, along with its surface normal and error magnitude.
This allows the robust shadow ray generation code to be in one
place inside the renderer code.
2017-08-17 13:09:48 -07:00
b1bd419779 Factored out interpolating over a triangle's surface into its own function.
We'll be using this in the RectangleLight sampling code soon.
2017-08-17 11:23:47 -07:00
5a03a46ac7 Multiple importance sampling is now basically working.
Intersecting rectangular lights still isn't implemented, and there
are likely bugs in the MIS implementation, but it's more-or-less
working!
2017-08-16 20:04:06 -07:00
462977bd4d WIP: multiple importance sampling.
Reorganized light and surface traits so that light sources are
surfaces as well, which will let them slide easily into
intersection tests with the rest of the scene geometry.
2017-08-16 18:17:50 -07:00
5c91aca002 WIP multiple importance sampling.
Added method for intersecting finite light sources, and implemented
the method for SphereLight.
2017-08-16 17:27:44 -07:00
e2a417884d Added time parameter to shader evaluation.
It's not used right now, but in the future I want shaders to be
able to vary over time and have motion blur.  This serves as a
nice little reminder by putting it in the API.
2017-08-08 14:48:22 -07:00
6f5984a379 Implemented proper handling of Emit surface closure. 2017-08-08 14:31:31 -07:00
bb82727beb Fixed unneeded mutability warning. 2017-08-03 20:40:09 -07:00
ad55aa4f6d Materials are now working in both Psychopath and PsychoBlend.
Except that Emit is still not properly supported, because it needs
special handling.
2017-08-03 20:32:07 -07:00
516803e78a Got basic material parsing and rendering working.
Currently only Lambert is supported.
2017-08-03 19:31:58 -07:00
f4d4152543 Some refactoring in preparation for a material system.
The main change is that SurfaceClosures now have the hero
wavelength baked into them.  Since surface closures come from
surface intersections, and intersections are always specific to
a ray or path, and rays/paths have a fixed wavelength, it doesn't
make sense for the surface closure to constantly be converting
from a more general color representation to spectral samples
whenever its used.

This is also nice because it keeps surface closures removed from
any particular representation of color.  All color space handling
etc. can be kept inside the shaders.
2017-08-03 16:16:36 -07:00
dd56a4e54b Lambert and GTR now handle interpolated shading normals properly. 2017-07-30 23:16:03 -07:00
58a783b01e Silly mistake in calculating interpolated triangle normal.
The normal is in the local space of the model and needs to be
transformed to global space for lighting calculations.
2017-07-30 23:14:03 -07:00
0481d931b9 Surface closures and light sampling now take both shading and geometric normals.
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
05578a1240 Implemented smooth-shaded triangle meshes.
There are still some things to do to avoid light leakage and
other weird shading in some situations, but the basics are working!
2017-07-30 17:55:03 -07:00
e77d5b7576 Refactored triangle meshes in preparation for custom normals. 2017-07-30 16:56:28 -07:00
c0a26819c6 Bunch of code quality improvements based on running clippy.
None of them change behavior, just make the code cleaner.
2017-07-22 17:21:11 -07:00
3cb684514a Added some additional fast math functions. 2017-07-22 13:34:38 -07:00