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
caeb1d9c67
Added GGX glossy material, and simplified surface closure API.
2018-08-09 00:42:17 -07:00
6d21a30840
Formatting with newer cargo fmt
.
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No meaningful code change, only formatting.
2018-06-24 21:18:10 -07:00
b2576c20e7
Upgraded to Nom 2.x
2018-03-04 22:06:20 -08:00
97d3304149
Run new rustfmt on codebase.
2018-03-04 13:00:55 -08:00
462977bd4d
WIP: multiple importance sampling.
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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
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.
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Currently only Lambert is supported.
2017-08-03 19:31:58 -07:00
05578a1240
Implemented smooth-shaded triangle meshes.
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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.
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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
b8321beaad
Split colorspace transform functions out into their own crate.
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They are now generated by a build.rs script from nothing but the
colorspace's primaries, which makes it super easy to add more
colorspaces. So easy that I added three more: ACES AP0, ACES AP1
and Rec.2020.
This lays the foundation for supporting output to different
colorspaces.
2017-06-11 03:03:23 -07:00
922e33ec3f
Reformat code with latest rustfmt and custom config.
2017-05-14 13:43:51 -07:00
6623443e2e
Improved .psy file parsing error messages.
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Biggest improvement: it gives you line numbers. But also progress
on better descriptions.
2017-04-10 14:03:01 -07:00
c82c821b31
BVH and objects now use MemArena.
2017-04-09 23:33:36 -07:00
e9e202933f
Assembly type now partially uses MemArena.
2017-04-09 18:27:01 -07:00
fc15fa9192
World type uses memory arena now.
2017-04-09 17:56:06 -07:00
57aa9be496
First steps towards using the memory arena allocator.
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Changed Camera to us the memory arena allocator, and worked out a
bunch of stuff through doing that.
2017-04-09 17:31:17 -07:00
4a86c4122a
Laying some groundwork for a simple shading system.
2017-03-14 00:27:25 -07:00
f4445417dc
Reorganizing the module tree.
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Enough things had accumulated that it seemed to make sense to
group some stuff together. So here it is.
2017-02-14 00:14:08 -08:00
3cbb816d4b
Added DistantDiskLight (a.k.a. sun light) parsing and data structures.
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Also created a proper World struct in the process, to store all
infinite-extent type stuff.
Note that I goofed and did a new rustfmt pass but forgot to
commit before making these changes, so there's a lot of
formatting changes in this too. *sigh*
2017-02-12 20:29:08 -08:00
746b3b0c1f
Replaced try!() macros with new ? operator.
2017-02-06 16:20:58 -08:00
97b5ef77f8
Code cosmetics: organize and alphabetize crate/mod/use statements.
2016-08-20 18:10:55 -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
5bc97f69b8
Actually use the background color from the scene file.
2016-07-16 13:54:41 -07:00
e2ef44f666
Finished implementing motion blur.
2016-07-10 19:20:37 -07:00
c2eb421fd8
Actually use seed in renders.
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This is important for animations, where you don't want the same
noise pattern every frame.
2016-07-10 17:56:42 -07:00
5df583c2d0
Multiple light sources are now handled.
2016-07-10 00:10:49 -07:00
02a0740cac
More proper use of light sources.
2016-07-01 00:00:38 -07:00
f927dd0d46
Silencing a bunch of compiler warnings.
2016-06-29 15:23:07 -07:00
52acee33af
Implemented rectangular area lights.
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Also added Cornell Box test scene.
2016-06-29 14:30:42 -07:00
f7e57f2aee
Scenes with lights now get parsed correctly.
2016-06-25 22:49:40 -07:00
c2d36e0d14
Beginnings of parsing sphere lights.
2016-06-23 20:46:57 -07:00
5ec1f534cf
Implemented bucketed rendering.
2016-06-05 01:27:55 -07:00
a681ba461e
Implemented basic multi-threaded rendering.
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It's a bit inefficient because a thread is spawned for each pixel.
Need to implement bucketing.
2016-06-03 21:03:04 -07:00
039943e0cb
Auto-formatting code with new version of rustfmt.
2016-06-02 22:43:35 -07:00
848d0afd40
Some minor code formatting cleanup and debug printing.
2016-05-28 14:35:37 -07:00
1e93e53822
Mixed matrix parsing, and strip quotes from file path in parsing.
2016-05-28 01:24:58 -07:00
e3db7cd6ca
Basic mesh parsing.
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The test scene isn't rendering properly, presumably because
something isn't correct in the parsing (although it's not clear
it's in the mesh parsing). Need to investigate.
2016-05-28 01:03:56 -07:00
99dc371a75
Beginnings of a mesh parser. Also cleaned up some unused imports.
2016-05-25 08:16:05 -07:00
d8cdf4d189
Cleaned up DataTree API and finished Instance parsing.
2016-05-23 00:08:12 -07:00
f5dd8f7a14
Got the bare beginnings of scene file parsing and rendering working.
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It still doesn't parse or render any actual objects in the scene,
so all renders are just black. But the basic structures are in
place. Yay!
2016-05-21 15:14:10 -07:00
e96798ab6b
Lazily committing a bunch of stuff.
...
Includes:
- More scene parsing code. Making good progress!
- Making the rendering code actually use the Scene and Assembly
types.
- Bare beginnings of a Tracer type.
2016-03-12 00:33:11 -08:00
38d33ed144
More work on scene parsing.
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Using Nom to help with parsing the contents of leaf nodes.
2016-03-10 23:58:19 -08:00
6268a61770
Realized I already did most of the DataTree work in another file.
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Weird, to be frank. It was a lot of work. Can't believe I don't
even remember doing it before. Oh well.
In any case, I've improved the 'old' one quite a bit. It should
be more robust now, and will provide errors that may actually be
useful to people when a file fails to parse.
2016-03-06 22:47:41 -08:00
907d15f643
Started creating an interface for surfaces.
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Testing it out by making a bogus TriangleMesh surface type.
2016-01-03 00:09:23 -08:00
470618fa6a
Created a Renderer type to be in charge of rendering.
2016-01-02 22:34:36 -08:00