Commit graph

104 commits

Author SHA1 Message Date
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
27ac0ffe9f examples: add triangles scene
This scene showcases a transparent sphere.
2020-03-19 18:27:07 +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
00de0bf118 examples: colorful: use & annotate optional fields 2020-03-19 13:11:06 +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
7a78326fcf project: add indicatif dependency 2020-03-19 00:15:56 +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
923a8fe20c project: add rayon dependency 2020-03-18 18:59:55 +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
09af312b86 examples: add colorful scene
This scene shows-off how to declare every type of lights, and results in
a pretty and colorful scene.
2020-03-18 18:06:13 +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
e383b77f68 project: add structopt dependency 2020-03-18 16:32:22 +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
bfa9aa22dc examples: add example YAML scene 2020-03-18 15:52:41 +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
3ba17fac49 project: replace typetag by enum_dispatch 2020-03-18 15:23:58 +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
Bruno BELANYI
076118edaa library: core: camera: add deserialization 2020-03-18 13:03:12 +01:00