7db434535b
Very, utterly broken
2026-06-08 16:32:59 +01:00
dac5d2c28f
Very broken
2026-06-07 18:53:23 +01:00
4e1b3619f4
Major overhaul to Texture handling
2026-06-06 18:34:29 +01:00
853e980e83
Fixing logic bugs in Sampling, texture loading. Moving on to issues with ImageTexture, the long dreaded dive
2026-06-06 17:13:52 +01:00
63c10c6573
Continguing fixes. Some issues with memory leaks
2026-06-05 19:18:13 +01:00
79c87a6c15
Continuing cleanup. Added constructors for FloatImageTexture
2026-06-05 17:39:22 +01:00
aefd204577
Eliminated duplicate and incorrect definitions of transform applications to geometric primitives
2026-06-05 16:28:04 +01:00
ac7fdd7486
Fixing precision issues on vector operations, disk intersection
2026-06-05 16:04:19 +01:00
4188adbc33
Spring cleaning
2026-06-05 15:51:06 +01:00
3fda37fcd1
Still broken
2026-06-04 16:35:28 +01:00
66032abf76
Still broken
2026-06-02 21:46:11 +01:00
f18aed2c91
Broken state
2026-05-29 22:41:27 +01:00
8b93ce3d4b
Fixing issue with work item definitions and light sampling on wavefront
2026-05-29 13:00:20 +01:00
5ff8044158
Cleaning unused imports, refactoring wavefront integration
2026-05-28 14:40:45 +01:00
a6ee0a1b52
Moving on to GPU rendering
2026-05-28 06:39:26 +01:00
e6d1850785
Continuing cleanup
2026-05-28 06:39:05 +01:00
0c62fbc3b5
Fixed logic issues in BSDF sampling and pdf calculations, moving on to GPU integrators
2026-05-26 19:07:45 +01:00
3cb2086f6d
Added missing geometry. Implementing missing material methods
2026-05-25 22:14:56 +01:00
3d95ff4c92
A lot of fixes, rendering is somewhat working. CAREFUL: REMOVED as_ref, need to sub by get but got lazy
2026-05-25 15:30:14 +01:00
3226e9c965
Refactoring
2026-05-22 14:34:53 +01:00
226ff88874
Fixing rendering issues, unifying rendering pipeline
2026-05-21 23:47:37 +01:00
1a7ac9cb22
Fixing typos
2026-05-21 15:05:36 +01:00
1ea327cb6c
Changing behaviour of Ray
2026-05-21 02:15:08 +01:00
82255e5046
ALmost done with changes
2026-05-20 20:52:34 +01:00
72acb8ccdf
Continuing cleanup
2026-05-20 20:14:58 +01:00
384a0019d8
Fixing some import errors
2026-05-20 16:56:58 +01:00
a14960562c
This commit is way too large. So, added Upload trait back again, but only for Textures, which are the most complex types. Fixing Medium and PixelSensor creation on host side. Can´t really find a satisfying way of keeping construction and creation separate, so for now, regrettably, putting them in the same place. Added some types to parameter parsing. Continuing fixup caused by creation of GVec and GBox
2026-05-20 16:16:57 +01:00
44099dffa9
Plowing straight ahead
2026-05-19 22:54:27 +01:00
050698c1d0
Finished work on the shared side. Now moving to host code. May god have mercy on my soul
2026-05-19 19:58:21 +01:00
5b4928e1aa
Continuing refactoring, deleted camera construction on host side
2026-05-19 01:44:38 +01:00
31106696bd
Continuing refactoring
2026-05-19 00:54:29 +01:00
a4c751bbcd
Just changing var names
2026-05-18 22:59:31 +01:00
fa4692bfe6
Trying out allocate API, and just have a unified Vec and Ptr representation instead of duplicating everything and having DeviceRepr
2026-05-18 22:44:22 +01:00
dad7300a14
Hitting myself, and going for a trait for uploading objs to GPU. Keep forgetting to actually upload them
2026-05-16 02:36:20 +01:00
645556da22
Fixign dangling pointer issues. Moving now to bumpalo, not able to keep a stable memory allocation system.
2026-05-15 15:35:21 +01:00
1e0840dcda
Continuing work on BVH creation
2026-05-14 15:08:14 +01:00
2fc366878f
Continuing, ever onwards
2026-05-14 02:26:25 +01:00
f21cb7cf08
Continuing work on handling Options. Lesson learned, actually handle them
2026-05-13 23:32:58 +01:00
c8d083df62
Running tests on parsing
2026-05-12 15:07:59 +01:00
c659ea0f44
Continuing cleanup of builder and parser. Removing light factory, creating issues with function signatures and unnecessary resources for light creation
2026-05-12 12:29:44 +01:00
0c04eeb0f9
Fixing issues caused by migrating from shared to host code. Lanczos filter is unseemly now, but options have to be handled host side
2026-02-20 22:37:50 +00:00
731a37abae
More fixes to allow for spirv compilation. Namely,
...
issues with array initialization with functions ([object::default()]),
initializing arrays from a function (implemented a simple gpu version
using manual MaybeUninit pointers),
changing enums with distinct types to structs or changing the selection
logic, changing pointer subtraction in light samplers to a scan (this
will come back to bite me in the ass), and ignoring the data module,
since SPIR-V cant use pointers in statics.
2026-02-20 21:11:17 +00:00
31ce07e079
SPIR-V doesnt like mismatched enums
2026-02-20 16:58:36 +00:00
7ebed27d4a
Cleanup of shared codebase to no_std and spirv compatibility
2026-02-20 16:39:27 +00:00
b36105edc1
Changing error handling with scene file parsing
2026-02-19 15:41:24 +00:00
8a92d7642d
Generalizing GPU framework to use Vulkan or CUDA with spirv
2026-02-19 15:41:05 +00:00
0b04d54346
Cleanup
2026-02-18 19:53:13 +00:00
45e866ebd1
Continuing with the cleanup
2026-02-15 14:48:50 +00:00
30e8cf85f8
Continuing fixing errors from thoughtless copying of shared code
2026-02-13 14:16:22 +00:00
a32cd60e9f
Fixing film creation, arena allocation separation from texture creation, bad function signatures
2026-01-26 19:44:53 +00:00