Commit Graph

11 Commits

Author SHA1 Message Date
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
4a86c4122a Laying some groundwork for a simple shading system. 2017-03-14 00:27:25 -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