Commit Graph

32 Commits

Author SHA1 Message Date
e6f9af9336 Update to latest glam. 2021-05-14 12:22:46 -07:00
88e7365bc4 Switched from in-tree float4 lib to glam. 2019-07-22 22:30:37 +09:00
5c5a01ecee Implemented basic SurfaceClosure compression for storing per-vertex.
This is really simple, and doesn't account for things like constant
parameters yet.  It's just to get things rolling.
2019-07-13 11:15:04 +09:00
8e109efed5 Fixed compiler warnings. 2018-12-28 11:09:17 -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
28a07de456 Improve module path usage and remove extern crate declarations where possible. 2018-12-16 13:02:49 -08:00
8deb1e87bb First step transitioning to Rust 2018. 2018-12-16 12:02:20 -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
6d21a30840 Formatting with newer cargo fmt.
No meaningful code change, only formatting.
2018-06-24 21:18:10 -07:00
97d3304149 Run new rustfmt on codebase. 2018-03-04 13:00:55 -08:00
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
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
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
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
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.
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.
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.
This assures correct semantics for SIMD usage.
2016-07-30 19:36:54 -07:00
0880a0f19d Make renderer actually use the material system properly.
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.
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.
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