Commit Graph

220 Commits

Author SHA1 Message Date
Godzil
fe80488c5e Update travis file to more up to date practice for Mac OS X build using homebrew 2021-03-10 12:17:28 +00:00
Godzil
f8f4d7b21a Add sample output from the dragon scene 2021-03-10 11:58:09 +00:00
Godzil
5651570c2b Slight changes in octree/bvh 2020-03-17 00:44:58 +00:00
Godzil
71c236abb0 Better to fill the function I suppose. 2020-03-17 00:31:30 +00:00
Godzil
c0fc061834 Don't set the focal/aperture on the constructor and use a dedicated method for that. 2020-03-17 00:28:56 +00:00
Godzil
61ce9d3543 Add possibility to play with focal length and aperture to the camera. Not enabled by default. 2020-03-17 00:23:16 +00:00
Godzil
9849c16f66 Couple of small optimisation
Add option to build for gprof
Do not build by default with the renderstat (they have a reasonable impact on performances)
Separated created ray and castedray in the stats
Trying to force some simple function to be inlined
2020-03-13 18:22:35 +00:00
Godzil
aacd4f6c9e Make BVH and Octree to not flatten the world before parsing
It may help a lot on some scene that already use groups.

So each exiting group have their own BVH or Octree in.

It does help a lot on already organised scene like the Christmas balls.
2020-03-13 01:07:28 +00:00
Godzil
5b6b627a43 Small but effective optimisations.
Allow inlining the function helps a bit!
2020-03-13 01:04:56 +00:00
Manoël Trapier
4f2e327533 Update for a proper testing size and don’t get a timeout 2020-03-12 19:39:32 +00:00
Godzil
c858b4dcde A new scene and some optimisations. 2020-03-12 17:45:29 +00:00
Godzil
7a43a98816 Adding BVH optimisation. 2020-03-12 07:21:44 +00:00
Godzil
47e31714f3 That file was supposed to be there XD 2020-03-12 00:14:50 +00:00
Godzil
424d58c59b Octree Optimiser seems to work.
Well.. There are a couple of weird things happening, need to investigate, but it's not that easy when scene start to be complicated :/
2020-03-12 00:14:00 +00:00
Godzil
5996e38e6e Fix my own stupidity.. 2020-03-12 00:11:48 +00:00
Godzil
b00bb75189 Huge speed up by changing how Intersect are shared. 2020-03-12 00:11:26 +00:00
Godzil
0aa949c60b Continue working work optimiser. 2020-03-11 19:35:08 +00:00
Godzil
420203e95d Add a tool to debug the normal vector in objfiles by rendering them. 2020-03-11 16:59:02 +00:00
Godzil
c667ce26d7 Fix a bug in objfile where OBJ file were not the parent of the base group. 2020-03-11 16:57:49 +00:00
Godzil
13cc2c0ff9 Add more useful dump info for shapes 2020-03-11 16:56:38 +00:00
Godzil
1c4018e47a Cosmetics. 2020-03-11 16:56:03 +00:00
Godzil
083a5b600f typo 2020-03-11 16:54:46 +00:00
Godzil
3a2d21b787 Starting to work on the World Optimiser sequence. 2020-03-11 09:09:30 +00:00
Godzil
441d758845 Add locking mechanism to prevent updating transform/parent 2020-03-10 13:55:27 +00:00
Godzil
5da0c10182 Started working on "world optimiser" base class.
The idea is to reorganise objets to take use of the them to prevent most object to be intersect if they are not likely to be on the ray path.
2020-03-10 09:18:15 +00:00
Godzil
b89f9ec331 Add a way to remove shapes from groups 2020-03-10 09:16:39 +00:00
Godzil
add3d7c861 A bit of cleanup 2020-03-10 09:15:38 +00:00
Godzil
4e241a1871 Trying to make the dump a bit more usefull and slightly less cluttered 2020-03-09 17:41:11 +00:00
Godzil
15a861802a OBJFile now use group instead of it own list.
Change the group function to find group by name, and now name group when needed, and change tests to use group name instead of number.

Also now the default group is the base group, not a separate group.

Bonus: Add a destructor to cleanup memory
Added a function to get base group. OBJFile will still behave as a valid shape, but now we can skip it in the generated world by adding the base group instead.

Code is now cleaner.
2020-03-09 16:03:27 +00:00
Godzil
66a8b98aeb Add missing code \o/ 2020-03-09 15:59:52 +00:00
Godzil
0f945b69cc World default group now have a name!
Fancy!
2020-03-09 15:58:59 +00:00
Godzil
314da11005 Add support for naming groups 2020-03-09 15:58:32 +00:00
Godzil
8437ab8753 Move ShapeType into the Shape object. 2020-03-09 15:57:23 +00:00
Godzil
d514219ae6 Due to the way material are working now, we need to set by hand (for now) that the material is set. 2020-03-09 14:17:08 +00:00
Godzil
efa47f28ca Fix some potential buffer overflow issues.
Not critical, but better to avoid them!
2020-03-09 14:16:05 +00:00
Godzil
e653855556 Change World to use a base group instead of storing all the world object.
Makes the code simpler and avoid some potential issues. Add to change a bit some test to make them pass properly.
2020-03-09 13:47:42 +00:00
Godzil
1510de3b36 Change CSG to derive the intersect function and do the calculation there instead of the local one.
Also use the bounding box to reject ray that don't it that CSG element.
2020-03-09 13:45:57 +00:00
Godzil
8550d4068f Correct how filterIntersections work, seems c++ don't like how thing were done. 2020-03-09 13:44:10 +00:00
Godzil
cd93b67274 Revert some debug changes that should have not been commited. 2020-03-09 13:42:21 +00:00
Godzil
18965fe1bd They say it is better to do this way. Chapter16 2020-03-06 21:59:16 +00:00
Godzil
57eff4830e Sample scene for CSG \o/ 2020-03-06 21:55:32 +00:00
Godzil
b5ee92c544 And CSG! \o/
Still working on a nice scene for it.
2020-03-06 19:00:31 +00:00
Godzil
e57b5715e8 Smooth triangles! And support for them in the OBJ File parser.
Also add an interesting tea party scene!
Chapter15
2020-03-06 15:07:26 +00:00
Godzil
73012b6dd1 We need to run testMyRays in the test folder as it now depends on some files that need to be in the work directory. 2020-03-06 10:13:04 +00:00
Godzil
2488cc6319 Seems long ago I forgot to update/correct the local boudingbox calculation for triangles.... 2020-03-06 09:39:33 +00:00
Godzil
518ac260e1 OBJFile parser seems to work.
Can render a simple scene using it.

TODO: Need add way to set material to childs.
2020-03-06 09:38:39 +00:00
Godzil
2725b5f657 Go a bit deeper in parsing the OBJ file. Now we parse each lines into token, and it's now ready to try to execute them. 2020-03-06 01:29:26 +00:00
Godzil
c17bfadc76 Started working on parsing OBJ Files.
Why string manipulation is so tedious in C/++ :(
2020-03-05 17:46:40 +00:00
Godzil
6bef6a1b77 over 9000 years of shame on me.
What where I thinking when I wrote that?!
2020-03-05 16:28:49 +00:00
Godzil
e33cf0d5f0 Maybe need to unlink Python2 before?! 2020-03-05 16:15:58 +00:00