Antoine Martin
a9fd726a0d
library: document shape module
2020-03-23 12:44:17 +01:00
Antoine Martin
ce1b8eeaaa
library: document texture module
2020-03-23 12:43:22 +01:00
Antoine Martin
94ab40413a
library: document serialize module
2020-03-23 12:42:36 +01:00
Antoine Martin
614217d33e
library: document material module
2020-03-23 12:42:36 +01:00
Antoine Martin
2aed964101
library: document light module
2020-03-23 12:41:39 +01:00
Antoine Martin
04deae1d88
library: document core module
2020-03-22 00:14:25 +01:00
Antoine Martin
2c6e0b42d2
library: core: document light_properties module
2020-03-22 00:14:25 +01:00
Antoine Martin
b71f0aee5a
library: core: document film module
2020-03-22 00:14:25 +01:00
Antoine Martin
07dbad95b5
library: core: document color module
2020-03-22 00:14:25 +01:00
Antoine Martin
db84708392
library: core: document camera module
2020-03-22 00:14:25 +01:00
Antoine Martin
ffd40148a7
library: add missing_docs warning
2020-03-20 17:53:08 +01:00
Antoine Martin
db3ba1b312
library: render: scene: use iterators for cast_ray
2020-03-20 00:47:25 +01:00
Bruno BELANYI
40c2ae1bc9
library: render: scene: more like-like refractions
...
The refractions are now implemented using the Fresnel equations to take
into account the amount of light that is reflected off of transparent
surfaces.
For example, this leads to a small amount of discoloring at the edges of
the ball in the example scene. Indeed, this ball has a refractive index
higher than diamond (!), so its edges reflect light much more than when
looking at it dead-center.
2020-03-19 19:12:40 +01:00
Bruno BELANYI
552c0cb966
library: implement refraction
...
This necessitated to rework how light properties for a material were
given. A material can have either reflectivity or transparency. This
changes the parsing of materials, using a `LightProperty` structure at
its core.
This is does not implement the true Fresnel equations to take into
account the amount of reflection that an incident goes through when
encountering a transparent object.
2020-03-19 18:23:20 +01:00
Bruno BELANYI
e00950c7e5
library: render: scene: fix spatial lighting
...
The spatial lighting did not take into account the object's color when
calculating the amount of diffuse and specular light that was emitted.
2020-03-19 18:22:31 +01:00
Bruno BELANYI
4278f5462b
library: serialize: add coefficient module
2020-03-19 13:37:20 +01:00
Bruno BELANYI
4235d3d62f
library: material: uniform: optional deserialization
2020-03-19 13:08:49 +01:00
Bruno BELANYI
c4a40fab25
library: shape: sphere: optional deserialization
2020-03-19 13:08:36 +01:00
Bruno BELANYI
9857879a75
library: render: scene: optional deserialization
2020-03-19 13:03:39 +01:00
Bruno BELANYI
8778ce81b7
library: render: lights: optional deserialization
2020-03-19 13:03:39 +01:00
Bruno BELANYI
e3ebd1c977
library: render: scene: add progress bar
2020-03-19 00:16:24 +01:00
Bruno BELANYI
e11598fc9c
library: render: scene: clamp colors before sum
...
This was a recurring bug in a previous implementation, clamping the
colors before taking the sum of a series of calculations avoid adding a
negative value to a positive one and getting a result which does not
make sense.
2020-03-18 23:20:09 +01:00
Bruno BELANYI
08d6d7c262
library: core: color: add clamp method
2020-03-18 23:18:58 +01:00
Bruno BELANYI
563a793273
library: refactorize light properties handling
...
Instead of having a method per property, compute them all at once and
use them throughout the rendering pipeline.
2020-03-18 22:46:33 +01:00
Bruno BELANYI
3257598913
library: render: scene: use rayon scope parallelism
...
The implementation was very easy to write, but is not yet optimal. It
would be better to use `join` to divide into tasks directly on the
stack. And it would be better to iterate over entire blocks of rows
instead of giving a row per-thread: this would lead to better cache-line
behaviour with the fully linear memory accesses.
2020-03-18 19:17:26 +01:00
Bruno BELANYI
ca21cf06c2
library: render: scene: use BVH
2020-03-18 18:20:46 +01:00
Bruno BELANYI
eca5ec5c26
library: render: scene: deserialize w/ indirection
2020-03-18 18:20:20 +01:00
Bruno BELANYI
be4da14313
library: render: object: allow use in BVH
2020-03-18 18:18:03 +01:00
Bruno BELANYI
f9c86639ce
library: core: film: fix x/y ratio mix-up
...
The X axis is the left-right axis. The Y axis is the up-down axis.
2020-03-18 18:06:13 +01:00
Bruno BELANYI
f066ea7125
executable: add scene parsing and rendering
2020-03-18 16:32:55 +01:00
Bruno BELANYI
a8d23782a4
library: render: scene: add deserialization
2020-03-18 15:53:33 +01:00
Bruno BELANYI
c8ca438091
library: core: scene: derive Debug and PartialEq
2020-03-18 15:53:25 +01:00
Bruno BELANYI
67628ec083
library: render: object: add deserialization
...
By using `enum_dispatch` and deserializing the enums, you can very
easily represent the `Object` in serialized form.
2020-03-18 15:52:41 +01:00
Bruno BELANYI
02874c9c22
library: texture: enum: add deserialization
2020-03-18 15:42:37 +01:00
Bruno BELANYI
3f1a166edf
library: shape: enum: add deserialization
2020-03-18 15:42:25 +01:00
Bruno BELANYI
6aa5f2536c
library: material: enum: add deserialization
2020-03-18 15:42:18 +01:00
Bruno BELANYI
05fb6601b2
library: use enum_dispatch on Object related trait
...
This allows for easier testing (notable allowing for comparisons),
better performance (thanks to inlining instead of vtable indirection),
and should ease the deserialization of `Material`, `Shape`, and
`Texture` traits. This should allow `Object` to be deserialized easily.
2020-03-18 15:24:09 +01:00
Bruno BELANYI
4112a933ed
library: render: light_aggregate: add deserialization
2020-03-18 14:52:50 +01:00
Bruno BELANYI
ccc9eaf423
library: shape: triangle: add deserialization
2020-03-18 14:46:30 +01:00
Bruno BELANYI
8060262ce0
library: shape: sphere: add deserialization
2020-03-18 14:46:22 +01:00
Bruno BELANYI
eff133abf3
library: texture: uniform: add deserialization
2020-03-18 14:38:26 +01:00
Bruno BELANYI
803b34641d
library: material: uniform: add deserialization
2020-03-18 14:38:17 +01:00
Bruno BELANYI
7ce201ecc2
library: light: spot: add deserialization
2020-03-18 14:38:01 +01:00
Bruno BELANYI
3ef827cabf
library: light: spot: fix constructors
...
The vector was not normalized on input in the SpotLight constructor...
2020-03-18 14:37:16 +01:00
Bruno BELANYI
ebe00365d1
library: light: point: add deserialization
2020-03-18 14:36:28 +01:00
Bruno BELANYI
42abfed3fa
library: light: directional: add deserialization
2020-03-18 14:35:53 +01:00
Bruno BELANYI
85f274a0b1
library: light: ambient: add deserialization
2020-03-18 14:35:19 +01:00
Bruno BELANYI
9dcce9218f
library: material: uniform: fix float comparison
2020-03-18 14:34:37 +01:00
Bruno BELANYI
76db818fa8
library: serialize: add vector_normalizer helper
2020-03-18 14:31:33 +01:00
Bruno BELANYI
a90d4d9405
library: add serialize module
2020-03-18 14:31:17 +01:00