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
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
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.
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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.
...
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